Configures clang-format and clangd.
Runs clang-format on all c++ files.
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@@ -1,166 +1,167 @@
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#ifndef CHARACTER_H__
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#define CHARACTER_H__
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/***************************************************************************************
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* @file Character.h
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*
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* @brief Defines CharacterType.
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* @copyright
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* Copyright 2023 Tom Hicks
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* Licensed under the MIT license see the LICENSE file for details.
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***************************************************************************************/
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#include "Colors.h"
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#include "Ranks.h"
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* @file Character.h
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*
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* @brief Defines CharacterType.
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* @copyright
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* Copyright 2023 Tom Hicks
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* Licensed under the MIT license see the LICENSE file for details.
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***************************************************************************************/
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "Abilities.h"
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#include "Attributes.h"
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#include "Backgrounds.h"
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#include "Clans.h"
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#include "Colors.h"
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#include "Derangements.h"
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#include "Disciplines.h"
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#include "Ranks.h"
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#include "Virtues.h"
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#include "Attributes.h"
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#include "Abilities.h"
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#include "Backgrounds.h"
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#include <string>
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#include <cstdint>
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#include <vector>
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/** \addtogroup Character
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* @{
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*/
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*/
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namespace SBF {
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int GetDisciplinePoints();
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int GetVirtuePoints();
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class CharacterType {
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public:
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CharacterType();
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void FillAbilityValues(std::vector<int>abilityValues, int abilityGroupId) const;
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void FillAttributeValues(std::vector<int> attributeValues, int groupId) const;
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void FillBackgroundValues(std::vector<int> backgroundValues) const;
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void FillDisciplineValues(std::vector<int> disciplineValues) const;
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void FillDerangements(std::vector<DerangementType> derangements) const;
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void FillVirtueValues(std::vector<int> virtueValues) const;
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int GetAbilityValue(int abilityGroupId, int abilityId) const;
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int GetAttributeValue(int attributeGroupId, int abilityId) const;
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int GetBackgroundValue(int backgroundId) const;
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std::string GetAllDerangementsLine() const;
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int GetDisciplineValue(int disciplineId) const;
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int GetKnowledgeValue(int knowledgeId) const;
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int GetSkillValue(int skillId) const;
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int GetTalentValue(int talentId) const;
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int GetVirtueValue(int virtueId) const;
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void SetAbilityValue(int abilityGroupId, int abilityId, int value);
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void SetAttributeValue(int attributeGroupId, int attributeId, int value);
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void SetBackgroundValue(int backgroundId, int value);
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void SetDisciplineValue(int disciplineId, int value);
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void SetKnowledgeValue(int knowledgeId, int value);
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void SetSkillValue(int skillId, int value);
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void SetTalentValue(int talentId, int value);
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void SetVirtueValue(int virtueId, int value);
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std::string name;
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std::string player;
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std::string chronicle;
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std::string haven;
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std::string concept;
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std::string age;
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int genderId;
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int clanId;
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int natureId;
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int demeanorId;
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int conscience;
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int selfControl;
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int courage;
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int generation;
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std::string roadName;
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int roadValue;
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int willpower;
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int bloodPool;
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int derangementId;
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int GetDisciplinePoints();
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int GetVirtuePoints();
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private:
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// Disciplines
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int discipline_animalism;
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int discipline_auspex;
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int discipline_bardo;
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int discipline_celerity;
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int discipline_chimestry;
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int discipline_dementation;
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int discipline_dominate;
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int discipline_fortitude;
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int discipline_melpominee;
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int discipline_mortis;
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int discipline_mytherceria;
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int discipline_necromancy;
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int discipline_obeah;
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int discipline_obfuscate;
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int discipline_obtenebration;
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int discipline_potence;
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int discipline_presence;
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int discipline_protean;
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int discipline_quietus;
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int discipline_serpentis;
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int discipline_spiritus;
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int discipline_thanantosis;
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int discipline_thaumaturgy;
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int discipline_vicissitude;
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class CharacterType {
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public:
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CharacterType();
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void FillAbilityValues(std::vector<int> abilityValues, int abilityGroupId) const;
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void FillAttributeValues(std::vector<int> attributeValues, int groupId) const;
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void FillBackgroundValues(std::vector<int> backgroundValues) const;
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void FillDisciplineValues(std::vector<int> disciplineValues) const;
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void FillDerangements(std::vector<DerangementType> derangements) const;
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void FillVirtueValues(std::vector<int> virtueValues) const;
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int GetAbilityValue(int abilityGroupId, int abilityId) const;
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int GetAttributeValue(int attributeGroupId, int abilityId) const;
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int GetBackgroundValue(int backgroundId) const;
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std::string GetAllDerangementsLine() const;
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int GetDisciplineValue(int disciplineId) const;
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int GetKnowledgeValue(int knowledgeId) const;
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int GetSkillValue(int skillId) const;
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int GetTalentValue(int talentId) const;
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int GetVirtueValue(int virtueId) const;
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void SetAbilityValue(int abilityGroupId, int abilityId, int value);
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void SetAttributeValue(int attributeGroupId, int attributeId, int value);
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void SetBackgroundValue(int backgroundId, int value);
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void SetDisciplineValue(int disciplineId, int value);
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void SetKnowledgeValue(int knowledgeId, int value);
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void SetSkillValue(int skillId, int value);
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void SetTalentValue(int talentId, int value);
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void SetVirtueValue(int virtueId, int value);
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// Attributes
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int attr_strength;
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int attr_dexterity;
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int attr_stamina;
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int attr_appearance;
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int attr_charisma;
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int attr_manipulation;
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int attr_intelligence;
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int attr_perception;
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int attr_wits;
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std::string name;
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std::string player;
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std::string chronicle;
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std::string haven;
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std::string concept;
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std::string age;
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int genderId;
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int clanId;
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int natureId;
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int demeanorId;
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int conscience;
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int selfControl;
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int courage;
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int generation;
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std::string roadName;
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int roadValue;
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int willpower;
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int bloodPool;
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int derangementId;
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// Talents
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int talent_acting;
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int talent_alertness;
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int talent_athletics;
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int talent_brawl;
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int talent_dodge;
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int talent_empathy;
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int talent_intimidation;
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int talent_leadership;
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int talent_streetwise;
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int talent_subterfuge;
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private:
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// Disciplines
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int discipline_animalism;
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int discipline_auspex;
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int discipline_bardo;
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int discipline_celerity;
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int discipline_chimestry;
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int discipline_dementation;
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int discipline_dominate;
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int discipline_fortitude;
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int discipline_melpominee;
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int discipline_mortis;
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int discipline_mytherceria;
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int discipline_necromancy;
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int discipline_obeah;
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int discipline_obfuscate;
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int discipline_obtenebration;
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int discipline_potence;
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int discipline_presence;
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int discipline_protean;
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int discipline_quietus;
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int discipline_serpentis;
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int discipline_spiritus;
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int discipline_thanantosis;
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int discipline_thaumaturgy;
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int discipline_vicissitude;
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// Skills
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int skill_animalKen;
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int skill_drive;
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int skill_etiquette;
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int skill_firearms;
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int skill_melee;
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int skill_music;
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int skill_repair;
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int skill_security;
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int skill_stealth;
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int skill_survival;
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// Attributes
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int attr_strength;
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int attr_dexterity;
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int attr_stamina;
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int attr_appearance;
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int attr_charisma;
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int attr_manipulation;
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int attr_intelligence;
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int attr_perception;
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int attr_wits;
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// Knowledges
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int knowledge_bureaucracy;
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int knowledge_computer;
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int knowledge_finance;
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int knowledge_investigation;
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int knowledge_law;
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int knowledge_linguistics;
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int knowledge_medicine;
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int knowledge_occult;
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int knowledge_politics;
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int knowledge_science;
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// Talents
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int talent_acting;
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int talent_alertness;
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int talent_athletics;
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int talent_brawl;
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int talent_dodge;
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int talent_empathy;
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int talent_intimidation;
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int talent_leadership;
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int talent_streetwise;
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int talent_subterfuge;
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// Backgrounds
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int background_allies;
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int background_contacts;
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int background_fame;
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int background_generation;
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int background_herd;
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int background_influence;
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int background_mentor;
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int background_resources;
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int background_retainers;
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int background_status;
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}; // End class CharacterType
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} // End namespace SBF
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// Skills
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int skill_animalKen;
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int skill_drive;
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int skill_etiquette;
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int skill_firearms;
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int skill_melee;
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int skill_music;
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int skill_repair;
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int skill_security;
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int skill_stealth;
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int skill_survival;
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// Knowledges
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int knowledge_bureaucracy;
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int knowledge_computer;
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int knowledge_finance;
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int knowledge_investigation;
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int knowledge_law;
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int knowledge_linguistics;
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int knowledge_medicine;
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int knowledge_occult;
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int knowledge_politics;
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int knowledge_science;
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// Backgrounds
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int background_allies;
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int background_contacts;
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int background_fame;
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int background_generation;
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int background_herd;
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int background_influence;
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int background_mentor;
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int background_resources;
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int background_retainers;
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int background_status;
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}; // End class CharacterType
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} // End namespace SBF
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/** @}*/
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#endif // !defined CHARACTER_H__
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#endif // !defined CHARACTER_H__
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