Example #1
0
 private static void Display(int x, Gladiator g)
 {
     g.Torso.Head.CheckStatus();
     g.Torso.CheckStatus();
     g.Torso.RightLeg.CheckStatus();
     g.Torso.RightArm.CheckStatus();
     g.Torso.RightArm.Hand.CheckStatus();
     g.Torso.LeftLeg.CheckStatus();
     g.Torso.LeftArm.CheckStatus();
     g.Torso.LeftArm.Hand.CheckStatus();
     g.Torso.Head.Armor.CheckStatus();
     g.Torso.Armor.CheckStatus();
     g.Torso.RightLeg.Armor.CheckStatus();
     g.Torso.RightArm.Armor.CheckStatus();
     g.Torso.RightArm.Hand.Armor.CheckStatus();
     g.Torso.LeftLeg.Armor.CheckStatus();
     g.Torso.LeftArm.Armor.CheckStatus();
     g.Torso.LeftArm.Hand.Armor.CheckStatus();
     Write.Character(x, 0, g.Name, "", "");
     Write.Line(x, 2, $"Strength   {g.Strength}");
     Write.Line(x, 3, $"Offence    {g.Offence}");
     Write.Line(x, 4, $"Defence    {g.Defence}");
     Write.Line(x, 5, $"Endurance  {g.Endurance}/{g.MaxEndurance}");
     Write.Line(x + 17, 0, Colour.SPEAK + "Head Armor" + Colour.RESET);
     Write.Line(x + 17, 1, Colour.ITEM + g.Torso.Head.Armor.Name + Colour.RESET);
     Write.Line(x + 17, 2, Colour.SPEAK + "Body Armor" + Colour.RESET);
     Write.Line(x + 17, 3, Colour.ITEM + g.Torso.Armor.Name + Colour.RESET);
     Write.Line(x + 17, 4, Colour.SPEAK + "Leg Armor" + Colour.RESET);
     Write.Line(x + 17, 5, Colour.ITEM + g.Torso.RightLeg.Armor.Name + Colour.RESET);
     Write.Line(x + 17, 6, Colour.SPEAK + "Arm Armor" + Colour.RESET);
     Write.Line(x + 17, 7, Colour.ITEM + g.Torso.RightArm.Armor.Name + Colour.RESET);
     Write.Line(x + 17, 8, Colour.SPEAK + "Gloves" + Colour.RESET);
     Write.Line(x + 17, 9, Colour.ITEM + g.Torso.RightArm.Hand.Armor.Name + Colour.RESET);
     Write.Character(x, 11, "LOCATION", $"STATUS", "ARMOR");
     Write.Character(x, 12, "Head", g.Torso.Head.Status, g.Torso.Head.Armor.Status);
     Write.Character(x, 13, "Torso", g.Torso.Status, g.Torso.Armor.Status);
     Write.Character(x, 14, "Right Arm", g.Torso.RightArm.Status, g.Torso.RightArm.Armor.Status);
     Write.Character(x, 15, "Right Hand", g.Torso.RightArm.Hand.Status, g.Torso.RightArm.Hand.Armor.Status);
     Write.Character(x, 16, "Left Arm", g.Torso.LeftArm.Status, g.Torso.LeftArm.Armor.Status);
     Write.Character(x, 17, "Left Hand", g.Torso.LeftArm.Hand.Status, g.Torso.LeftArm.Hand.Armor.Status);
     Write.Character(x, 18, "Right Leg", g.Torso.RightLeg.Status, g.Torso.RightLeg.Armor.Status);
     Write.Character(x, 19, "Left Leg", g.Torso.LeftLeg.Status, g.Torso.LeftLeg.Armor.Status);
     Write.Line(x + 43, 0, Colour.SPEAK + "Main Hand" + Colour.RESET);
     Write.Line(x + 43, 2, Colour.SPEAK + "Off Hand" + Colour.RESET);
     Write.Line(x + 43, 1, Colour.ITEM + g.Torso.RightArm.Hand.Weapon.Name + Colour.RESET);
     Write.Line(x + 43, 3, Colour.ITEM + g.Torso.LeftArm.Hand.Weapon.Name + Colour.RESET);
     Write.Line(x + 40, 11, "Traits");
     if (g.Traits.Count > 0)
     {
         Write.Line(x + 40, 12, g.Trait1);
     }
     if (g.Traits.Count > 1)
     {
         Write.Line(x + 40, 13, g.Trait2);
     }
     if (g.Traits.Count > 2)
     {
         Write.Line(x + 40, 14, g.Trait3);
     }
 }
Example #2
0
    private static void CreateCharacter(byte Index, NetIncomingMessage Data)
    {
        byte Character = Player.EncontrarCharacter(Index, string.Empty);

        // Lê os Data
        string Name = Data.ReadString().Trim();

        // Verifica se está tudo certo
        if (Name.Length < Game.Min_Character || Name.Length > Game.Max_Character)
        {
            Sending.Alert(Index, "The character name must contain " + Game.Min_Character + " and " + Game.Max_Character + " characters.", false);
            return;
        }
        if (Name.Contains(";") || Name.Contains(":"))
        {
            Sending.Alert(Index, "Cannot contain ';' and ':' in the Character name.", false);
            return;
        }
        if (Read.Characters_Names().Contains(";" + Name + ":"))
        {
            Sending.Alert(Index, "A character with this name already exists.", false);
            return;
        }

        // Define o Character que será usado
        Lists.TempPlayer[Index].Used = Character;

        // Define os valores iniciais do Character
        Player.Character(Index).Name      = Name;
        Player.Character(Index).Level     = 1;
        Player.Character(Index).Classe    = Data.ReadByte();
        Player.Character(Index).Genre     = Data.ReadBoolean();
        Player.Character(Index).Attribute = Lists.Classe[Player.Character(Index).Classe].Attribute;
        Player.Character(Index).Map       = Lists.Classe[Player.Character(Index).Classe].Appearance_Map;
        Player.Character(Index).Direction = (Game.Location)Lists.Classe[Player.Character(Index).Classe].Appearance_Direction;
        Player.Character(Index).X         = Lists.Classe[Player.Character(Index).Classe].Appearance_X;
        Player.Character(Index).Y         = Lists.Classe[Player.Character(Index).Classe].Appearance_Y;
        for (byte i = 0; i <= (byte)Game.Vital.Amount - 1; i++)
        {
            Player.Character(Index).Vital[i] = Player.Character(Index).MaxVital(i);
        }

        // Salva a conta
        Write.Character(Name);
        Write.Player(Index);

        // Entra no Game
        Player.Entrar(Index);
    }
Example #3
0
    private static void CreateCharacter(byte Index, NetIncomingMessage Data)
    {
        byte Character = Player.FindCharacter(Index, string.Empty);

        // Lê os dados
        string Name = Data.ReadString().Trim();

        // Verifica se está tudo certo
        if (Name.Length < Game.Min_Name_Length || Name.Length > Game.Max_Name_Length)
        {
            Send.Alert(Index, "The character name must contain between " + Game.Min_Name_Length + " and " + Game.Max_Name_Length + " characters.", false);
            return;
        }
        if (Name.Contains(";") || Name.Contains(":"))
        {
            Send.Alert(Index, "Can't contain ';' and ':' in the character name.", false);
            return;
        }
        if (Read.Characters_Name().Contains(";" + Name + ":"))
        {
            Send.Alert(Index, "A character with this name already exists", false);
            return;
        }

        // Define o personagem que será usado
        Lists.Temp_Player[Index].Using = Character;

        // Define os valores iniciais do personagem
        Player.Character(Index).Name  = Name;
        Player.Character(Index).Level = 1;
        Player.Character(Index).Class = Data.ReadByte();
        Lists.Structures.Class Class = Lists.Class[Player.Character(Index).Class];
        Player.Character(Index).Genre = Data.ReadBoolean();
        if (Player.Character(Index).Genre)
        {
            Player.Character(Index).Texture_Num = Class.Tex_Male[Data.ReadByte()];
        }
        else
        {
            Player.Character(Index).Texture_Num = Class.Tex_Female[Data.ReadByte()];
        }
        Player.Character(Index).Attribute = Class.Attribute;
        Player.Character(Index).Map       = Class.Spawn_Map;
        Player.Character(Index).Direction = (Game.Directions)Class.Spawn_Direction;
        Player.Character(Index).X         = Class.Spawn_X;
        Player.Character(Index).Y         = Class.Spawn_Y;
        for (byte i = 0; i < (byte)Game.Vitals.Count; i++)
        {
            Player.Character(Index).Vital[i] = Player.Character(Index).MaxVital(i);
        }
        for (byte i = 0; i < (byte)Class.Item.Length; i++)
        {
            if (Lists.Item[Class.Item[i].Item1].Type == (byte)Game.Items.Equipment && Player.Character(Index).Equipment[Lists.Item[Class.Item[i].Item1].Equip_Type] == 0)
            {
                Player.Character(Index).Equipment[Lists.Item[Class.Item[i].Item1].Equip_Type] = Class.Item[i].Item1;
            }
            else
            {
                Player.GiveItem(Index, Class.Item[i].Item1, Class.Item[i].Item2);
            }
        }

        // Salva a conta
        Write.Character(Name);
        Write.Player(Index);

        // Entra no jogo
        Player.Join(Index);
    }