internal static void perceptionPrints() { if (NOTICED_BARREL && !LOOKED_IN_BARREL) { EOA.wd("You open the barrel to find a hatchet.."); EOA.wd("A vintage tomahawk from when this very tavern was a loghouse.."); EOA.pressAnyKeyToContinue(); takeItem(); /* =-=-=-=-=-=-=-=-=-=-= TODO ADD STUF HERE =-=-=-=-=-=-=-=-=-=-= */ LOOKED_IN_BARREL = true; /* =-=-=-=-=-=-=-=-=-=-= TODO ADD STUF HERE =-=-=-=-=-=-=-=-=-=-= */ Console.ReadKey(); /* =-=-=-=-=-=-=-=-=-=-= TODO ADD STUF HERE =-=-=-=-=-=-=-=-=-=-= */ } else if (TRY_NOTICED_BARREL && !LOOKED_IN_BARREL) { EOA.wd("You look around the building. Nothing seems out of place."); TRY_NOTICED_BARREL = true; Console.ReadKey(); } else if (!Character.rollCheck("perception", 10) && !LOOKED_IN_BARREL) //if check failed { EOA.wd("You look around the building. Nothing seems out of place."); TRY_NOTICED_BARREL = true; Console.ReadKey(); } else if (Character.rollCheck("perception", 10) && !LOOKED_IN_BARREL) { EOA.wd("You look around the building and see a large wooden barrel on its side, its lid slightly ajar."); NOTICED_BARREL = true; TRY_NOTICED_BARREL = true; Console.ReadKey(); } }
private static void takeItem() { loop = true; while (loop) { items.Item.showItemInfoGUI(items.ItemID.IDToItem(5)); EOA.wd("Would you like to take the tomahawk? Y or N"); switch (Console.ReadKey().Key) { case ConsoleKey.Y: EOA.wd("\nThe tomahawk has been added to your inventory."); Character.inventory.Add(items.ItemID.IDToItem(5)); loop = false; break; case ConsoleKey.N: break; default: EOA.wd("Please either enter Y or N!"); EOA.pressAnyKeyToContinue(); break; } } }
public static void run() { while (Loop) { Console.Clear(); bAHPrints.optionAHPrints(); Console.Write("> "); switch (Console.ReadKey().Key) { case ConsoleKey.D1: case ConsoleKey.NumPad1: EOA.wd("\nYou walk up to the handsome mahogany door and push it open."); Loop = false; break; case ConsoleKey.D2: case ConsoleKey.NumPad2: case ConsoleKey.D3: case ConsoleKey.NumPad3: Console.Write("\n"); bAHPrints.perceptionPrints(); break; } } }
internal static void optionAHPrints() { if (Character.Settings["SpecialEffects"]) { Console.WriteLine(@" ___ ___..--' .`. ___...--' - .` `.`. ___...--' _ - _ .` - `.`. ___...--' - _ - .` `. - _ `.`. __..--'_______________ - _ .` _ `. - `.`. .` _ /\ - .` _ .`__________`. _ -`.`. .` - _ / \_ - .` _ .` | The |`. - `.`. .`- _ / /\ - .` _ .` |_Medallion_| `. _ `.`. .`________ /__ /_ \____.`____________.` ___ ___ - `._____`| | - __ -| | - | ____ | | | _ | | _ | | _ | | _ | | | - | | |.--.| |___| | |___| |___| | | |--| | | _ | |'--'| |---| | _|---| |---|_ | | - |__| _| - | | |.--.| | | | | |_ _ | | | ---``--._ | | |=|'--'|=|___|=|====|___|=====|___|====| -- . '' ``--._| _ | -|_|.--.|_______|_______________________| `--._ '--- |_ |:|'--'|:::::::|:::::::::::::::::::::::| _____`--._ '' . '---'``--._|:::::::|:::::::::::::::::::::::| ----------`--._ '' ``--.._|:::::::::::::::::::::::| `--._ _________`--._' -- . ''-----..............LGB' `--._----------`--._. _ -- . :'' - '' `--._ _________`--._ :' -- . :'' -- . '' -- . '' `--._ ---------`--._ -- . :'' :' `--._ _________`--._:' -- . '' -- . '' -- . '' -- . '' `--._----------`--._ -- . '' -- . '' `--._ _________`--._ -- . '' :' `--._ ---------`--._-- . '' -- . '' -- . '' -- . '' `--._ _________`--._ -- . '' :' -- . '' -- . '' `--._----------`--._"); } if (!NOTICED_BARREL && !TRY_NOTICED_BARREL && !LOOKED_IN_BARREL) { EOA.wd("You walk along a narrow path for five or so minutes until you arrive at a wooden building."); EOA.wd("A battered sign hangs on a wall, reading \"The Medallion\""); } if (NOTICED_BARREL && !LOOKED_IN_BARREL) { EOA.wd("[1] Go Inside\n[2] Look around\n[3] Look in barrel"); } else if (LOOKED_IN_BARREL) { EOA.wd("[1] Go inside"); } else { EOA.wd("[1] Go inside\n[2] Look around"); } }
public static bool mugging() { EOA.wd("[LOONIE] Gimme it all!"); EOA.wd("You reach for your pocket.. \n"); EOA.wd($"You have {Character.ethryl} ethryl. You can either give him your entire worth, or lie and give him only half."); EOA.wd("[1] Surrender all of your ethryl\n[2] Lie and give him only half of it."); Console.Write("> "); switch (Console.ReadLine()) { default: Character.awardEthryl(Character.ethryl * -1); EOA.wd("They didn't accept your answer and they steal your leather wallet anyway."); return(false); case "1": Character.awardEthryl(Character.ethryl * -1); EOA.wd("You break the bank, and hand over your leather wallet to the thug."); return(false); case "2": Character.awardEthryl((Character.ethryl / 2) * -1); EOA.wd("You reach for your wallet, but take only a few ethryl."); EOA.wd("[LOONIE] Is that all you av?"); if (Character.rollCheck("stealth", 5)) { EOA.wd("The thug looks at you suspiciously."); EOA.wd("You stare back with a blank poker face, your stomach in knots."); EOA.wd("Your stealth saved you this time."); return(false); } else { EOA.wd("The thug stares at you."); EOA.wd("In nervous shock your hand trembles and the thug leans closer."); EOA.wd("[LOONIE] You look a lil pale there kiddo."); EOA.wd("[LOONIE] How abouts you give me your whole wallet."); EOA.wd("The thug's companions shuffle around, and you feel a cold pain around the side of your head."); EOA.wd("[LOONIE] Hehehe, some people just don't leeaar--"); EOA.wd("Darkness."); Character.death("you tried to con a thug in his own game."); return(true); } } }
public void assignAbilityScoreIntro() { Console.Clear(); EOA.wd("You train for weeks under intense coaching."); EOA.pressAnyKeyToContinue(); EOA.wd("[TRAINER] Hey, don't start packing yet."); EOA.wd("[TRAINER] You need to choose some ability scores as well."); EOA.wd("[TRAINER] They determine how good you are at certain things."); EOA.wd("[TRAINER] There are six ability scores; Constitution, Charisma, Intelligence, Perception, Strength and Stealth."); EOA.wd("[TRAINER] You get 25 Ability Points to spend on these scores at the start."); Character.awardAbilityPoint(25); EOA.wd("[TRAINER] You can get more points by leveling up, or doing certain quests."); EOA.wd("[TRAINER] Your skills will start out bad, but as you progress, you'll get better and better."); EOA.pressAnyKeyToContinue(); Character.chooseAbilityScorePoints(); }
public void aboardShip() { if (Character.Settings["SpecialEffects"]) { Console.WriteLine(@" | | | __-__ __-__ / | ( / | (( | | /( | ||___|_. .| .' |___|_|`---|-'.' ( '-._/_| ( |\ |.' \ '-._|.-.|-. |'-.____'. |------------------' `- Farquaad ' `-------------'"); } if (result == 13) // temp { EOA.wd("\nThree days pass aboard the Farquaad."); EOA.wd("You are awoken from your sleep by the noise of the crew."); EOA.wd("Another smaller ship, about a quarter the size of the Farquaad pulls into the wharf beside the Farquaad."); EOA.wd("[LORD WAKEHART] Worry not, they are the local merchants."); EOA.wd("As the incoming ship berths beside the Farquaad, you see the name \"Thorul\" on the starboard side of the vessel."); EOA.wd("A man walks onto the top deck, facing Lord Wakehart."); EOA.wd("[THORUL] I am Thorul of Braedon."); EOA.wd("[THORUL] I present no harm, I have come to trade."); EOA.wd("[LORD WAKEHART] By my troth, I accept your presence."); EOA.wd("Thorul brings a rack of some of his merchandise out onto the deck."); EOA.wd("[THORUL] Take your pick, if you wish."); EOA.wd("[LORD WAKEHART] Oh my, could it be...?"); EOA.wd("Wakehart reaches into the rack, and takes out a large bottle."); EOA.wd("[LORD WAKEHART] 43%, aged scotch!"); EOA.wd("[LORD WAKEHART] For what do you wish to trade with?"); EOA.wd("[THORUL] 25 Ethryl, for this was quite the doozy to get ahold of."); EOA.wd("Wakehart hands a bag over to Thorul, and leaves the deck grinning."); EOA.wd("Other crew members make their trades, and exit the deck."); EOA.wd("Thorul walks up to you."); EOA.wd("[THORUL] Is there anything you wish to purchase?"); EOA.wd("[THORUL] How about this Scroll of Wisdom?"); EOA.wd("[THORUL] It was gifted to me by a man over at Narsk."); EOA.wd("[THORUL] When chanted, the spell enchants you with wisdom and intelligence."); EOA.wd("[THORUL] Alas, it only works on humankind such as yourself, which is quite a shame for a dwarf like myself."); EOA.wd("[THORUL] I will give it to you if you polish my balmorals."); EOA.wd($"[1] I accept your trade.\n[2] I do not accept your trade.\n> "); switch (Console.ReadKey().Key) { case ConsoleKey.D1: case ConsoleKey.NumPad1: EOA.wd("\n[THORUL] It is all yours."); EOA.wd("You pick up the scroll, and it vanishes."); EOA.wd("Your head tingles, and you feel more intelligent."); EOA.wd("Your intelligence ability increases by one."); Character.AbilityScores["intelligence"]++; EOA.wd("You spend the rest of the day polishing Thorul's shoes before heading back inside to sleep."); // wow those must be some massive shoes EOA.wd("Thorul departed just after nightfall."); break; case ConsoleKey.D2: case ConsoleKey.NumPad2: default: EOA.wd("\n[THORUL] That is alright."); EOA.wd("[THORUL] Stay safe, my friend."); EOA.wd("You go back inside to have an early nap."); EOA.wd("Thorul and his crew departs the berth."); break; } EOA.pressAnyKeyToContinue(); } else if (result == 2 || result == 1) // temp { EOA.wd("\nThree days pass aboard the Farquaad."); EOA.wd("You are awoken from your sleep by the noise of the crew."); EOA.wd("Another smaller ship, about a quarter the size of the Farquaad pulls into the wharf beside the Farquaad."); EOA.wd("[LORD WAKEHART] Worry not, they are the local... ah... \"pleasure dealers\"."); EOA.wd("As the incoming ship berths beside the Farquaad, you see the name \"The Pleasurer\" on the starboard side of the vessel."); EOA.wd("A man walks onto the top deck, facing Lord Wakehart."); EOA.wd("Following the man is a line of five gagged women, each with a tough-looking man holding their arms."); EOA.wd("[THORUL] I am Thorul of Braedon."); EOA.wd("[THORUL] I present no harm, I have come to sell my... \"goods\"."); EOA.wd("[LORD WAKEHART] By my troth, I accept your presence."); EOA.wd("Thorul shows the women to Lord Wakehart, you and the crew of the Farquaad."); EOA.wd("[THORUL] Take your pick, if you wish!"); EOA.wd("At once, two of the Farquaad's crew raise their hands and point at a woman each. Thorul approaches them and the crew give them a few Ethryl coins."); EOA.wd("After scrutinising the remaining three women, Lord Wakehart does the same and pays Thorul some money."); EOA.wd("Now, Thorul approaches you."); EOA.wd("[THORUL] So, kid. Wanna buy one? 20 ethryl for one night."); EOA.wd("[1] I wish to buy one.\n[2] I refuse to buy one."); string response = Console.ReadLine(); switch (response) { case "1": EOA.wd("You look in your wallet and realise that you have no money."); EOA.wd("\n[THORUL] Don't worry. Since it's your first time, you can have it for free."); EOA.wd("\n[THORUL] It is all yours. I'll come back for it tomorrow!"); EOA.wd("You and the woman go to your cabin."); EOA.wd("Thorul departed shortly later."); boughtProstitute = true; break; case "2": default: EOA.wd("\n[THORUL] That is alright."); EOA.wd("[THORUL] Stay safe, my friend."); EOA.wd("You go back inside to have an early nap."); EOA.wd("Thorul and his crew departs the berth."); break; } if (boughtProstitute) { EOA.wd("Inside your cabin, the woman whimpers slightly."); EOA.wd("[PROSTITUTE] Please... help me! Let me free!"); EOA.wd("[1] You help the woman.\n[2] You ignore her pleads."); switch (Console.ReadKey().Key) { case ConsoleKey.D1: case ConsoleKey.NumPad1: EOA.wd("You sneak the woman out of the ship and into the town."); EOA.wd("[PROSTITUTE] How can I ever thank you?"); EOA.wd("[PROSTITUTE] Here, have some ethryl; it's the least I can do..."); Character.awardEthryl(69); savedProstitute = true; break; case ConsoleKey.D2: case ConsoleKey.NumPad2: default: EOA.wd("The woman sighs."); EOA.wd("[PROSTITUTE] I understand."); EOA.wd("She takes off her clothes, and you do the same."); EOA.wd(". . ."); break; } } } EOA.wd("The following day, Thorul returns to the ship."); EOA.wd("[THORUL] May I have them, please?"); EOA.wd("The crew and captain hand over their women. The prostitutes all look tired and uncomfortable."); if (!savedProstitute) { EOA.wd("You hand in your woman."); EOA.wd("[THORUL] Thank you all!"); } else { EOA.wd("[THORUL] Where's yours?"); EOA.wd("You explain that your woman is gone."); if (Character.rollCheck("charisma", 18)) { EOA.wd("[THORUL] I see."); EOA.wd("[THORUL] That's a shame, it was one of our best."); EOA.wd("Your charisma saved you."); } else { EOA.wd("[THORUL] I don't believe your stupid little mouth, kid."); EOA.wd("[THORUL] WHERE THE F**K IS IT?"); EOA.wd("You continue to pretend that you do not know."); EOA.wd("Thorul punches you in the face."); EOA.subtractHealth(5); EOA.wd("[THORUL] F**k you!"); } } EOA.wd("\nAnother week passes."); EOA.wd("[LORD WAKEHART] Hey kid."); EOA.wd("[LORD WAKEHART] Not long 'til the Farquaad arrives at Sārk."); EOA.wd("[LORD WAKEHART] She's gonna stay in the port for a lil' while as we restock."); EOA.wd("[LORD WAKEHART] Y'know what, go to the town called Narsk not far from here, and go to the tarven called \"The Medallion\"."); EOA.wd("[LORD WAKEHART] Talk to my friend Orpheus, he's the barman. He'll tell you some stuff you ought to know."); EOA.wd("[LORD WAKEHART] Also, if you didn't know already, ethryl is the currency of Scark."); EOA.wd("[LORD WAKEHART] Here's some of it to start you off."); EOA.wd("Wakehart hands over a few coins radiating with a strange light."); Character.awardEthryl(25); EOA.wd("[LORD WAKEHART] Wizards back in Braedon, on the West Coast granted me a few vials of this strange substance as well."); EOA.wd("[LORD WAKEHART] I will give you some; you never know when it might come in handy."); EOA.wd("You take a handful of the substance, and it seems to infuse into your skin."); Character.addMagika(10); EOA.wd("The once lapping waves run still. The Farquaad enters the bay..."); EOA.wd("[LORD WAKEHART] Make sure you come back by dusk!"); EOA.pressAnyKeyToContinue(); Character.stage++; // Continuing story }
//NewPlayer function public void NewPlayer() { //Story Line EOA.wd("You carefully aim your crossbow directly at the King's chest."); EOA.wd("A bloodstained crossbow loaded with a lead bolt sits in your \nsweaty hand as you observe the speech from a ramshackle building."); EOA.wd("Your finger pulls the trigger."); EOA.wd("You hear an instant uproar as the King's body topples down the \nstone stairs."); EOA.wd("In the midst of all the confusion, you begin running."); EOA.wd("Suddenly, a baton bludgeons you from behind."); if (!Character.dev) { Thread.Sleep(2000); Console.Clear(); Thread.Sleep(3000); } EOA.wd("You wake up in a mysterious place and realize where you are..."); EOA.wd("You have been arrested for treason to the king. You are walked up \nto the gallows to which you will be executed."); EOA.wd("The executioner firms his grasp around the lever. Before he pulls \nthe lever he mumbles a quick prayer."); EOA.wd("[EXECUTIONER] Does anybody object to this her' hanging?"); EOA.wd("Nothing but silence comes from the crowd."); EOA.wd("[TOWNFOLK] Just bloody pull the lever already!"); EOA.wd("As the executioner moves his hand towards the lever, a voice shouts \nout."); EOA.wd("[VOICE] I object!"); EOA.wd("The executioner's eyes fix upon the man who called."); EOA.wd("[EXECUTIONER] Arr, an' who d'ya think you ar'?"); EOA.wd("[VOICE] Lord Wakehart, the explorer."); EOA.wd("[LORD WAKEHART] I wish to pardon this kid."); EOA.wd("The executioner has no choice but to obey the laws, Wakehart's lordship \ngrants him power to pardon anyone he wishes."); EOA.wd("The rope is loosened around your neck as you are escorted into the \ndisappointed audience by Lord Wakehart."); EOA.wd("[LORD WAKEHART] Hey kid, what's your name?"); EOA.wd("> ", true); Character.name = Console.ReadLine(); Character.awardXP(10); EOA.wd($"[LORD WAKEHART] Hey, {Character.name}. Don't think I'm pardoning \nyou for nothing, nah."); EOA.wd("[LORD WAKEHART] I've a quest for you, and if you succeed, you'll be \na very rich man."); EOA.wd("[LORD WAKEHART] Ha ha, I'm guessing you want to know what this quest \ninvolves!"); EOA.wd("[LORD WAKEHART] Well, I need a brave adventurer to go to the island \nof Scark."); EOA.wd("[LORD WAKEHART] I'll tell you more when we get there, kid."); EOA.wd("Before you can say anything, you are rushed off to a training fort..."); Console.Clear(); //Training Fort EOA.wd("[TRAINER] So."); EOA.wd("[TRAINER] I see that the idiot Wakehead or whatever the hell his name \nis has pardoned you."); EOA.wd("[TRAINER] Well, I guess I'll have to obey."); EOA.wd("[TRAINER] So kid, how'll your flimsy little limbs fight, eh?"); EOA.wd("[TRAINER] Don't know what I'm talking about?"); EOA.wd("[TRAINER] Not surprised, from some wanna-be revolutionist like yourself."); EOA.wd("[TRAINER] Forgive me, but your attempt on the glorious King's life was \nfutile at best."); EOA.wd("[TRAINER] At worst?"); EOA.wd("[TRAINER] Ha ha ha ha."); EOA.wd("[TRAINER] Well anyways, I can train you in four classes."); EOA.wd("[TRAINER] Rouge, warrior, ranger or mage."); Console.WriteLine(@"The trainer asks you how you would like to fight. Select a role by inputting it's respective number. [1] Rouge [2] Warrior [3] Ranger [4] Mage"); bool userPickedOption = false; while (userPickedOption == false) { Console.Write("> "); switch (Console.ReadKey().Key) { case ConsoleKey.D1: case ConsoleKey.NumPad1: // Rouge Character.characterClass = "Rouge"; Character.inventory.Add(ItemID.StringToItem("Iron Shortsword")); Character.inventory.Add(IronShortsword.ToItem()); userPickedOption = true; assignAbilityScoreIntro(); break; case ConsoleKey.D2: case ConsoleKey.NumPad2: // Warrior Character.characterClass = "Warrior"; Character.inventory.Add(ItemID.StringToItem("Iron Broadsword")); Character.inventory.Add(IronBroadsword.ToItem()); userPickedOption = true; assignAbilityScoreIntro(); break; case ConsoleKey.D3: case ConsoleKey.NumPad3: // Ranger Character.characterClass = "Ranger"; Character.inventory.Add(ItemID.StringToItem("Iron Bow")); Character.inventory.Add(ItemID.StringToItem("Leather Quiver")); Character.inventory.Add(IronBow.ToItem()); Character.inventory.Add(LeatherQuiver.ToItem()); userPickedOption = true; assignAbilityScoreIntro(); break; case ConsoleKey.D4: case ConsoleKey.NumPad4: // Mage Character.characterClass = "Mage"; Character.inventory.Add(ItemID.StringToItem("Book of Souls")); Character.inventory.Add(BookOfSouls.ToItem()); userPickedOption = true; assignAbilityScoreIntro(); break; default: Console.WriteLine("Please input a valid number between 1 and 4!"); break; } } //Sean Write Some More Story Character.stage++; }
public void towardsMedallion() { EOA.wd("You arrive in the wonderful and vibrant city of Narsk."); EOA.wd("People are trading and chattering and the whole place seems overly joyful and energetic."); EOA.wd("As you walk through the many market stalls and shops of the city, a strange man walks up to you with a slight limp."); EOA.wd("[OLD MAN] Ah, w-w-welcome dear lad, I welcome you to Narsk."); EOA.wd("[OLD MAN] If you can't already t-tell, it is becoming quite st-teamy out here in the sun."); EOA.wd("[OLD MAN] Therefore I shall b-be brief."); EOA.wd($"[OLD MAN] A-a-are you {Character.name}?"); EOA.wd($"[1] Yes, I am {Character.name}\n[2] No, I am not {Character.name}"); Console.Write("> "); bool Loop = true; while (Loop) { switch (Console.ReadKey().Key) { case ConsoleKey.D1: case ConsoleKey.NumPad1: EOA.wd("\n[OLD MAN] Ah, good!"); EOA.wd("[OLD MAN] I am p-p-possibly the only one in a 20 klick distance that doesn't hate you r-right now."); EOA.wd("[OLD MAN] T-try not t-to talk to the chunkys, I have heard the thugs around here are rather p-patriotic."); Loop = false; break; default: Console.WriteLine("\nPlease select an option!"); continue; case ConsoleKey.D2: case ConsoleKey.NumPad2: EOA.wd("\n[OLD MAN] Oh well."); EOA.wd("[OLD MAN] You will h-have to do."); EOA.wd($"[OLD MAN] I didn't really like the {Character.name} chap anyway."); EOA.wd("[OLD MAN] Did you hear what he d-did to the king?"); EOA.wd("..."); EOA.wd("[OLD MAN] Aight, I have got something for you."); Loop = false; break; } } EOA.wd("The old man hands you a scroll."); EOA.pressAnyKeyToContinue(); if (MedallionAntiComplex.mission()) { return; } EOA.pressAnyKeyToContinue(); MedallionAntiComplex.barrelAndEnter.run(); Character.Save(Character.name); EOA.wd("[LOONIE] Huh, boys look who we 'av 'ere"); EOA.wd("[LOONIE] A lil boatie!"); EOA.wd("[LOONIE] How bouts you get your ass out of ere"); EOA.wd("A group of bar thugs gather around you.. "); EOA.wd("[LOONIE] What do ye 'av on you?"); EOA.wd("The thug shoves you onto the ground.. "); EOA.wd("[LOONIE] Not a talker aye? Well it aint matter matter to me."); EOA.wd("[LOONIE] I want yer ethryl and any other dazzle you may 'av"); EOA.wd("[LOONIE] Make it choppy before I send my elbow up yer as."); EOA.pressAnyKeyToContinue(); if (Character.rollCheck("charisma", 14)) { EOA.wd("You stand back up and confront the thug."); EOA.wd("After noticing the ring on his hand, you talk to him about what his wife would think of his opression."); EOA.wd("He calms down and moves to the side, signalling the rest of the gang off."); EOA.wd("You were saved by your charisma this time."); } else { EOA.wd("You try talking the thug out of this, but your charisma fails you.."); if (MedallionAntiComplex.mugging()) { return; } } EOA.wd("You scurry past the thugs to the front of the bar."); EOA.wd("[ORPHEUS] He-llo fine chap!"); EOA.wd("[ORPHEUS] Wh-at might bring you here?"); }
public static bool mission() { while (true) { Console.WriteLine(@" _______________________ \ \ \ To the dear soul \ | reading this, | | | | I am in need of help.| | I cannot talk about | | this ordeal aloud, | | thus I give you this | / scroll. / ; ; / This town is cursed. / | I have a mission for | | you. Acceptance will | \ be paid richly. \ \______________________\"); EOA.wd($"[OLD MAN] So what d-do you say, {Character.name}, will you join me in m-my business?"); EOA.wd($"[1] Sounds like a mission for me.\n[2] I don't want to do this."); Console.Write("> "); switch (Console.ReadKey().Key) { case ConsoleKey.D1: case ConsoleKey.NumPad1: EOA.wd("\n[OLD MAN] Splendid!"); EOA.wd("[OLD MAN] I bid you to go to the medallion."); EOA.wd("[OLD MAN] If you have already met Lord Wakeheart, you should know t-that he has bestowed much honour in a young b-barman named Orpheus."); EOA.wd("[OLD MAN] He is the informant to our association around here, and you will find him at the good ol' Medallion t-tavern."); EOA.wd("[OLD MAN] You best get there prior to nightfall,"); EOA.wd("[OLD MAN] The chunkys loom out here when the night falls silent."); EOA.wd("[OLD MAN] Mead is half off as well, if it tickles your fancy."); return(false); case ConsoleKey.D2: case ConsoleKey.NumPad2: EOA.wd("\n[OLD MAN] Oh my."); EOA.wd("[OLD MAN] You are a brave soul to say such a thing."); EOA.wd("Suddenly the Old Mans voice drops an octave, and his breathing makes a rattling noise."); EOA.wd("[OLD MAN] Those who wish to cross my mission, shall be rewarded with death."); EOA.wd("His pupils dilate, his skin is a pale white."); EOA.wd("His hands reach onto your shoulders."); EOA.wd("[OLD MAN] You cannot live knowing that I wish to cross those who burden our society."); EOA.wd("His fingers grow sharp, and puncture into your shoulders."); EOA.wd("You collapse to the ground, the man on top of you."); EOA.wd("The old man breathes in, you feel your soul escaping from your body."); EOA.wd("You enter his mouth leaving a lifeless body behind."); EOA.wd("You can't feel anything anymore."); // this sounds like a Harry Potter dementor knowckoff EOA.pressAnyKeyToContinue(); Console.Clear(); Character.death("you dared to cross the dark sorcerer."); // death already...? maybe make it so that you DONT die lmao return(true); default: EOA.wd("\nPlease enter 1 or 2!"); continue; } } }