Example #1
0
        public void Affect(Effect e, Level currentLevel, bool mute)
        {
            switch(e.type)
            {
            case "blind":
                blind = e.magnitude;
                if (!mute) message.Add("Your eyes! YOUR EYES OR OTHER SENSORY ORGAN(S)!");
                break;

            case "choke":
                hp -= e.magnitude;
                if (!mute) message.Add("Hrk! You can't breathe.");
                break;

            case "confuse":
                confusion = e.magnitude;
                if (!mute) message.Add("Has anyone really been far as decided to use even to go want to do more like?");
                break;

            case "detect monster":
                detectMonster = e.magnitude;
                if (!mute) message.Add("You feel a sense of presence.");
                break;

            case "detect item":
                detectItem = e.magnitude;
                if (!mute) message.Add("You feel an intuition about treasure.");
                break;

            case "gain ability":
                strength += (byte) rngDie.Roll(e.magnitude);
                dexterity += (byte)rngDie.Roll(e.magnitude);
                constitution += (byte)rngDie.Roll(e.magnitude);
                intelligence += (byte)rngDie.Roll(e.magnitude);
                wisdom += (byte)rngDie.Roll(e.magnitude);
                charisma += (byte)rngDie.Roll(e.magnitude);

                if (strength > 18)
                    strength = 18;
                if (dexterity > 18)
                    dexterity = 18;
                if (constitution > 18)
                    constitution = 18;
                if (intelligence > 18)
                    intelligence = 18;
                if (wisdom > 18)
                    wisdom = 18;
                if (charisma > 18)
                    charisma = 18;

                if (!mute) message.Add("Oh, wow... you feel awesome.");
                break;

            case "heal":
                foreach (BodyPart b in anatomy)
                {
                    b.currentHealth += (int)(b.maxHealth * 0.25f);

                    if (b.currentHealth > b.maxHealth)
                        b.currentHealth = b.maxHealth;
                }

                hp += e.magnitude;
                if (hp > hpMax)
                    hp = hpMax;

                if (!mute) message.Add("You feel better.");
                break;

            case "invisibility":
                invisibility = e.magnitude;
                if (!mute)
                {
                    message.Add("Your body becomes transparent.");
                    message.Add("Monsters seem to still sense you, though. Somehow.");
                }
                break;

            case "level up":
                LevelUpForSlayingImp();
                if (!mute) message.Add("You feel more experienced.");
                break;

            case "levitation":
                levitate = e.magnitude;
                if (!mute) message.Add("You float up off the ground.");
                break;

            case "paralyze":
                status_paralyzed = (byte)e.magnitude;
                if (!mute) message.Add("You're rooted to the spot!");
                break;

            case "poison":
                hp -= e.magnitude;
                if (!mute) message.Add("You don't feel so well");
                break;

            case "polymorph":
                if (!mute)
                {
                    message.Add("You don't feel like yourself.");
                    message.Add("Actually, you feel like the universe is too lazy to make anything happen yet.");
                }
                break;

            case "regenerate body part":
                if (lostParts.Count > 0)
                {
                    lostParts[0].currentHealth = lostParts[0].maxHealth; //Heal part
                    anatomy.Add(lostParts[0]); //Restore part
                    if (!mute) message.Add("A shiver runs through your body, and your missing " + lostParts[0].name + " grows back where it once was, good as new.");
                    lostParts.RemoveAt(0);
                }
                else
                {
                    if (!mute) message.Add("A tingling runs through your body briefly.");
                }
                break;

            case "revive":
                revive = e.magnitude;
                if (!mute) message.Add("You are quite certain that nothing bad will happen. Nothing at all.");
                break;

            case "see invisible":
                seeInvisible = e.magnitude;
                if (!mute) message.Add("Your senses seem clearer.");
                break;

            case "sleep":
                status_paralyzed = (byte)e.magnitude;
                if (!mute) message.Add("shhh only dreams now");
                break;

            case "speed":
                speedy = e.magnitude;
                speed *= (byte)(1 + (e.magnitude / 100)); //Percentage boost
                if (!mute) message.Add("You feel much faster.");
                break;
            }
        }
Example #2
0
 public void Affect(Effect e, Level currentLevel)
 {
     Affect(e, currentLevel, false); //No mute
 }
Example #3
0
 public Effect(Effect e)
 {
     this.magnitude = e.magnitude;
     this.type      = e.type;
 }
Example #4
0
        public bool visible = false; //You can't see it yet

        #endregion Fields

        #region Constructors

        public Trap(Effect effect)
            : base("trap", 94, Color.Red)
        {
            this.effect = effect;
        }
Example #5
0
 public Effect(Effect e)
 {
     this.magnitude = e.magnitude;
     this.type = e.type;
 }