Example #1
0
        public HitStruct GetDamage()
        {
            calculatecost();
            int Dice = 0;

            if (User is Character)
            {
                Dice = (User as Character).Str / 10;
            }
            Dice += MeleeBonusDice;
            HitStruct Damage = new HitStruct();

            Damage.DamageClass = DamageClass;
            for (int i = 0; i < Dice; i++)
            {
                int damage = Program.prng.Next(1, 7);
                if (damage > 1)
                {
                    Damage.HealthDamage += 1;
                }
                if (damage == 6)
                {
                    Damage.HealthDamage += 1;
                }
                Damage.StunDamage += damage;
            }
            DrawEnergy();
            return(Damage);
        }
Example #2
0
        static void AttackRound(Character Attacker, Character Defender)
        {
            IDealsDamage Attack = Attacker.DefaultAttack;
            HitStruct    Hit    = new HitStruct();

            for (int i = 0; i < Attacker.Powers.Count; i++)
            {
                if (Attacker.Powers[i] is IDealsDamage && Attacker.Powers[i].CanUse())
                {
                    Attack = (IDealsDamage)Attacker.Powers[i];
                    break;
                }
            }
            if (Attack != null && (Attack as Power).CanUse())
            {
                Hit = Attack.GetDamage();
                if (Attacker.Attackroll(Defender))
                {
                    Hit = Defender.ApplyDefense(Hit);
                    Console.WriteLine(Attacker + " attacks " + Defender + " with " + Attack + " dealing " + Hit.HealthDamage + "(" + Hit.StunDamage + " Stun) damage!");
                    Defender.GetHit(Hit);
                }
                else
                {
                    Console.WriteLine(Attacker + " attacks " + Defender + " with " + Attack + ", but misses!");
                }
            }
            else
            {
                Console.WriteLine(Attacker + " was too tired to use any abilities this turn and used a recovery instead!");
                Attacker.TakeRecovery();
            }
        }
Example #3
0
        static HitStruct PowerHit(IDealsDamage Power, IHealth Target)
        {
            HitStruct Hit = Power.GetDamage();

            Target.Health -= Hit.HealthDamage;
            IStun StunTarget = Target as IStun;

            if (StunTarget != null)
            {
                StunTarget.Stun -= Hit.StunDamage;
            }
            return(Hit);
        }
Example #4
0
 public HitStruct ApplyDefense(HitStruct Hit)
 {
     if (Hit.DamageClass == damageclass.physical)
     {
         Hit.HealthDamage -= RPDEF;
         Hit.StunDamage   -= RPDEF + PDEF;
     }
     if (Hit.DamageClass == damageclass.energy)
     {
         Hit.HealthDamage -= REDEF;
         Hit.StunDamage   -= REDEF + EDEF;
     }
     return(Hit);
 }
Example #5
0
        public HitStruct GetDamage()
        {
            calculatecost();
            HitStruct Damage = new HitStruct();

            Damage.DamageClass = DamageClass;
            for (int i = 0; i < Dice; i++)
            {
                int damage = Program.prng.Next(1, 7);
                Damage.HealthDamage += damage;
                Damage.StunDamage   += damage * StunMult;
            }
            DrawEnergy();
            return(Damage);
        }
Example #6
0
        public HitStruct GetDamage()
        {
            HitStruct Damage = new HitStruct();

            Damage.DamageClass = DamageClass;
            for (int i = 0; i < Dice; i++)
            {
                int damage = Program.prng.Next(1, 7);
                if (damage > 1)
                {
                    Damage.HealthDamage += 1;
                }
                if (damage == 6)
                {
                    Damage.HealthDamage += 1;
                }
                Damage.StunDamage += damage;
            }
            DrawEnergy();
            return(Damage);
        }
Example #7
0
 static void AttackRound(Character Attacker, Character Defender)
 {
     IDealsDamage Attack = Attacker.DefaultAttack;
     HitStruct Hit = new HitStruct();
     for (int i = 0; i < Attacker.Powers.Count; i++)
     {
         if (Attacker.Powers[i] is IDealsDamage && Attacker.Powers[i].CanUse())
         {
             Attack = (IDealsDamage)Attacker.Powers[i];
             break;
         }
     }
     if (Attack != null && (Attack as Power).CanUse())
     {
         Hit = Attack.GetDamage();
         if (Attacker.Attackroll(Defender))
         {
             Hit = Defender.ApplyDefense(Hit);
             Console.WriteLine(Attacker + " attacks " + Defender + " with " + Attack + " dealing " + Hit.HealthDamage + "(" + Hit.StunDamage + " Stun) damage!");
             Defender.GetHit(Hit);
         }
         else
         {
             Console.WriteLine(Attacker + " attacks " + Defender + " with " + Attack + ", but misses!");
         }
     }
     else
     {
         Console.WriteLine(Attacker + " was too tired to use any abilities this turn and used a recovery instead!");
         Attacker.TakeRecovery();
     }
 }
Example #8
0
 public void GetHit(HitStruct Hit)
 {
     Health -= Hit.HealthDamage;
     Stun   -= Hit.StunDamage;
 }
Example #9
0
 public void GetHit(HitStruct Hit)
 {
     Health -= Hit.HealthDamage;
     Stun -= Hit.StunDamage;
 }
Example #10
0
 public HitStruct ApplyDefense(HitStruct Hit)
 {
     if (Hit.DamageClass == damageclass.physical)
     {
         Hit.HealthDamage -= RPDEF;
         Hit.StunDamage -= RPDEF + PDEF;
     }
     if (Hit.DamageClass == damageclass.energy)
     {
         Hit.HealthDamage -= REDEF;
         Hit.StunDamage -= REDEF + EDEF;
     }
     return Hit;
 }
Example #11
0
 public HitStruct GetDamage()
 {
     calculatecost();
     HitStruct Damage = new HitStruct();
     Damage.DamageClass = DamageClass;
     for (int i = 0; i < Dice; i++)
     {
         int damage = Program.prng.Next(1, 7);
         Damage.HealthDamage += damage;
         Damage.StunDamage += damage * StunMult;
     }
     DrawEnergy();
     return Damage;
 }
Example #12
0
 public HitStruct GetDamage()
 {
     calculatecost();
     int Dice = 0;
     if (User is Character)
     {
         Dice = (User as Character).Str / 10;
     }
     Dice += MeleeBonusDice;
     HitStruct Damage = new HitStruct();
     Damage.DamageClass = DamageClass;
     for (int i = 0; i < Dice; i++)
     {
         int damage = Program.prng.Next(1, 7);
         if (damage > 1)
         {
             Damage.HealthDamage += 1;
         }
         if (damage == 6)
         {
             Damage.HealthDamage += 1;
         }
         Damage.StunDamage += damage;
     }
     DrawEnergy();
     return Damage;
 }
Example #13
0
 public HitStruct GetDamage()
 {
     HitStruct Damage = new HitStruct();
     Damage.DamageClass = DamageClass;
     for (int i = 0; i < Dice; i++)
     {
         int damage = Program.prng.Next(1, 7);
         if (damage > 1)
         {
             Damage.HealthDamage += 1;
         }
         if (damage == 6)
         {
             Damage.HealthDamage += 1;
         }
         Damage.StunDamage += damage;
     }
     DrawEnergy();
     return Damage;
 }