Beispiel #1
0
        public static Actor CreateRandomThug()
        {
            // create fighter-type
            Actor a = CreateRandomActor(Attribute.Strength, Attribute.Constitution);

            a.Name = "Thug";

            a.SetAlignment(Alignment.Neutral_Evil);

            a.AI.RunToAttackMelee = true;

            // add random melee weapon
            RPGWeapon wpn = RPGWeapon.CreateRandomMeleeWeapon();

            if (a.inventory.AddBodyItem(wpn) == false)
            {
                a.inventory.AddPackItem(wpn);
            }

            // add one piece of armor
            RPGArmor apiece = RPGArmor.CreateRandomArmorPiece();

            a.inventory.AddBodyItem(apiece);

            return(a);
        }
Beispiel #2
0
        private int GetThisDmg(bool critical)
        {
            int projDmg = new RPGCalc().RollDmg(this.minDmg, this.maxDmg);

            if (critical)
            {
                projDmg *= 2;
            }

            RPGWeapon w = this.Owner.inventory.GetWpn();

            if (w == null)
            {
                return(projDmg);
            }

            if (w.weaponType == RPGWeapon.WeaponType.Launcher)
            {
                if (w.minDmg == w.maxDmg)
                {
                    projDmg += w.minDmg;
                }
                else
                {
                    projDmg += new RPGCalc().RollDmg(w.minDmg, w.maxDmg);
                }
            }
            return(projDmg);
        }
Beispiel #3
0
        public static Actor CreateRandomFighter()
        {
            Actor a = CreateRandomActor(Attribute.Strength, Attribute.Constitution);

            a.Name = "Random Fighter";

            // equip with fighter gear
            a.inventory.AddBodyItem(RPGArmor.CreateRandomTorsoArmor());
            a.inventory.AddBodyItem(RPGArmor.CreateRandomShield());

            // 50/50 for a belt
            if (new RPGCalc().Roll(100) > 50)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.Belt));
            }

            // boots
            // 20% heavy, 40% light, 40% none
            int bootsRoll = new RPGCalc().Roll(100);

            if (bootsRoll > 80)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.HeavyBoots));
            }
            else if (bootsRoll > 40)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.LightBoots));
            }

            // helm
            // 20% full, 40% small, 40% none
            int helmRoll = new RPGCalc().Roll(100);

            if (helmRoll > 80)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.FullHelm));
            }
            else if (helmRoll > 40)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.SmallHelm));
            }

            // add random melee weapon
            RPGWeapon wpn = RPGWeapon.CreateRandomMeleeWeapon();

            if (a.inventory.AddBodyItem(wpn) == false)
            {
                a.inventory.AddPackItem(wpn);
            }

            a.AI.RunToAttackMelee = true;

            return(a);
        }
Beispiel #4
0
        public bool AddBodyItem(RPGItem item)
        {
            if (item.isOfType(typeof(RPGPotion)))
            {
                return(false);
            }
            else if (BodyItems[(int)item.Slot] != null)
            {
                return(false);
            }
            else
            {
                // the slot is empty, make sure we CAN set it here
                // if item is a wpn
                if (item.Slot == BodySlot.Hand1)
                {
                    // if wpn is two handed
                    if (((RPGWeapon)item).is2Handed == true)
                    {
                        //make sure 2nd hand is empty too.
                        if (BodyItems[(int)BodySlot.Hand2] != null)
                        {
                            return(false);
                        }
                    }
                }
                // if item to be equipped is a shield
                else if (item.Slot == BodySlot.Hand2)
                {
                    // make sure 1st hand is not a two handed weapon
                    if (BodyItems[(int)BodySlot.Hand1] != null)
                    {
                        // we have something in the wpn hand, check it.
                        RPGItem itemInHand = BodyItems[(int)BodySlot.Hand1];
                        if (itemInHand.isOfType(typeof(RPGWeapon)))
                        {
                            RPGWeapon wpn = itemInHand as RPGWeapon;
                            if (wpn.is2Handed)
                            {
                                return(false);
                            }
                        }
                    }
                }

                BodyItems[(int)item.Slot] = item;

                // this could change our stats
                Owner.UpdateAttack();
                Owner.UpdateDefense();
                return(true);
            }
        }
Beispiel #5
0
        public PlayerCharacter()
        {
            inventory.AddBodyItem(RPGWeapon.CreateRandomMeleeWeapon());
            //for (int i = 0; i < 3; i++)
            //{
            inventory.AddPackItem(RPGPotion.CreatePotionHealingSmall());
            //}

            this.AI.RunToAttackMelee = false;

            // for testing only:
            //SpellBook = RPGSpellBook.CreateRandomSpellbook();
            SpellBook = RPGSpellBook.CreateTestSpellbook();
        }
Beispiel #6
0
        public static Actor CreateRandomArcher()
        {
            Actor a = CreateRandomActor(Attribute.Dexterity, Attribute.Intelligence);

            a.Name = "Random Archer";

            // equip with archer gear
            a.inventory.AddBodyItem(RPGArmor.CreateRandomTorsoArmor());

            a.AI.RunToAttackMelee = false;

            // 25% for a belt
            if (new RPGCalc().Roll(100) > 75)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.Belt));
            }

            // boots
            // 35% light, 65% none
            int bootsRoll = new RPGCalc().Roll(100);

            if (bootsRoll > 65)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.LightBoots));
            }

            // helm
            // 25% small
            int helmRoll = new RPGCalc().Roll(100);

            if (helmRoll > 75)
            {
                a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.SmallHelm));
            }

            // bow or crossbow or sling
            RPGWeapon wpn = (RPGWeapon)RPGWeapon.CreateRandomLauncherWeapon();

            a.inventory.AddBodyItem(wpn);
            a.inventory.AddBodyItem(new Projectile(a, wpn.GetProjectileType(), null));

            return(a);
        }
Beispiel #7
0
        public static Actor CreateRandomRobber()
        {
            Actor a = CreateRandomActor(Attribute.Strength, Attribute.Dexterity);

            a.Name = "Robber";

            a.SetAlignment(Alignment.Neutral_Evil);

            a.AI.RunToAttackMelee = true;

            // add random melee weapon
            RPGWeapon wpn = RPGWeapon.CreateRandomMeleeWeapon();

            if (a.inventory.AddBodyItem(wpn) == false)
            {
                a.inventory.AddPackItem(wpn);
            }

            return(a);
        }
Beispiel #8
0
 public void AddRandomItem()
 {
     AddItem(RPGWeapon.CreateRandomWeapon());
 }