public string Elevator() { string _el; List<string> l = new List<string>(); l.Add("that descend 1 level. "); l.Add("that descend 1 level. "); l.Add("that descend 1 level. "); l.Add("that descend 1 level. "); l.Add("that descend 1 level. "); l.Add("that descends 2 levels. "); l.Add("that descends 3 levels. "); l.Add("that ascend 1 level. "); l.Add("that ascend 1 level. "); l.Add("that descend 1 level. "); l.Add("that descend 1 level. "); l.Add("that descend 1 level. "); l.Add("that rises up 1 level. "); l.Add("that rises up 2 levels. "); l.Add("that drops down 2 levels. "); l.Add("that drops down 1 level. "); l.Add("that drops down 1 level. "); l.Add("that drops down 2 levels. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _el = value.ToString(); return _el; }
public string CavernSize() { string _cave; List<string> l = new List<string>(); l.Add(" 10 x 20 ft. "); l.Add(" 20 x 20 ft. "); l.Add(" 20 x 20 ft. "); l.Add(" 30 x 30 ft. "); l.Add(" 30 x 30 ft. "); l.Add(" 40 x 40 ft. "); l.Add(" 40 x 40 ft. "); l.Add(" 20 x 30 ft. "); l.Add(" 20 x 30 ft. "); l.Add(" 20 x 40 ft. "); l.Add(" 20 x 40 ft. "); l.Add(" 20 x 40 ft. "); l.Add(" 40 x 50 ft. "); l.Add(" 40 x 50 ft. "); l.Add(" 40 x 60 ft. "); l.Add(" 40 x 60 ft. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _cave = value.ToString(); return _cave; }
public string AfterDoor() { string _beyond; List<string> l = new List<string>(); l.Add("After the door you find another side door to the left, and one straight ahead. "); l.Add("After the door you find another side door to the left, and one straight ahead. "); l.Add("After the door you find another side door to the right, and one straight ahead. "); l.Add("After the door you find another side door to the right, and one straight ahead. "); l.Add("After the door the passage continues straight for " + Feet()); l.Add("After the door the passage continues straight for " + Feet()); l.Add("After the door the passage continues straight for " + Feet()); l.Add("After the door the passage continues straight for " + Feet()); l.Add("After the door the passage continues straight for " + Feet()); l.Add("After the door there is a room."); l.Add("After the door there is a room."); l.Add("After the door there is a room."); //l.Add("After the door there is a room."); l.Add("After the door there is a room."); l.Add("After the door there is a room."); l.Add("After the door there is a room."); l.Add("After the door there is a room."); l.Add("After the door there is a room."); l.Add("After the door there is a room."); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _beyond = value.ToString(); return _beyond; }
public string Easy() { Form1 f1 = new Form1(); string easy, creature; List<string> l = new List<string>(); l.Add(f1.easyCreature1); l.Add(f1.easyCreature2); l.Add(f1.easyCreature3); l.Add(f1.easyCreature4); l.Add(f1.easyCreature5); l.Add(f1.easyCreature6); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; creature = value.ToString(); if (rand == 0){from = Convert.ToInt16(f1.easyFrom1); to = Convert.ToInt16(f1.easyTo1);} else if (rand == 1) { from = Convert.ToInt16(f1.easyFrom2); to = Convert.ToInt16(f1.easyTo2); } else if (rand == 2) { from = Convert.ToInt16(f1.easyFrom3); to = Convert.ToInt16(f1.easyTo3); } else if (rand == 3) { from = Convert.ToInt16(f1.easyFrom4); to = Convert.ToInt16(f1.easyTo4); } else if (rand == 4) { from = Convert.ToInt16(f1.easyFrom5); to = Convert.ToInt16(f1.easyTo5); } else if (rand == 5) { from = Convert.ToInt16(f1.easyFrom6); to = Convert.ToInt16(f1.easyTo6); } string num = r.RandNumber(from, to).ToString(); easy = creature+"("+num+")"; return easy; }
public string DxRoll() { Passage p = new Passage(); string _roll; List<string> l = new List<string>(); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("3 dice vs. DX."); l.Add("4 dice vs. DX."); l.Add("4 dice vs. DX."); l.Add("4 dice vs. DX."); l.Add("5 dice vs. DX."); l.Add("5 dice vs. DX."); l.Add("6 dice vs. DX."); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _roll = value.ToString(); return _roll; }
//chamber or cavern public string Chamber() { Randomizer r = new Randomizer(); Encounter e = new Encounter(); Dressing d = new Dressing(); string _rm; int check = r.RandNumber(1, 22); if (check < 18) { //stoneworked chamber _rm = "The room you've found is a stoneworked chamber. It is " + ChamberSize() + NumberOfExits() + d.RoomDress() + RoomContents(); return _rm; } else if (check < 22) { //natural cavern _rm = "The room you've found is a natural cavern. It is " + CavernSize() + NumberOfExits() + d.RoomDress() + RoomContents(); return _rm; } else { //special room _rm = "The room you've found is " + SpecialRoom() + NumberOfExits() + d.RoomDress() + RoomContents(); return _rm; } }
public string CaveSize() { string _cave; List<string> l = new List<string>(); l.Add("40x60 ft. cave "); l.Add("40x60 ft. cave "); l.Add("40x60 ft. cave "); l.Add("40x60 ft. cave "); l.Add("40x60 ft. cave "); l.Add("50x75 ft. cave "); l.Add("50x75 ft. cave "); l.Add("30x30 ft and 60x60 ft. double cave "); l.Add("30x30 ft and 60x60 ft. double cave "); l.Add("30x50 ft and 80x100 ft. double cave "); l.Add("30x50 ft and 80x100 ft. double cave "); l.Add("100x125 ft. cave "); l.Add("100x125 ft. cave "); l.Add("100x125 ft. cave "); l.Add("125x150 ft. cave "); l.Add("125x150 ft. cave "); l.Add("150x200 ft. cave "); l.Add("150x200 ft. cave "); l.Add("300x400 ft. cave "); l.Add("300x400 ft. cave "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _cave = value.ToString(); return _cave; }
public string AllHall() { Encounter e = new Encounter(); Randomizer r = new Randomizer(); string _dir; //************************************************************************************************************************************** //*********************************** CONTROL DENSITY OF ROOMS HERE AND BELOW **************************************** //************************************************************************************************************************************** int rand = r.RandNumber(1, 45 + roomFreq); //NOT WORKING if (rand < 14) { _dir = "continues straight for " + Feet() + " The passage is " + PassWidth(); } //1-13 else if (rand < 15) { _dir = "comes to a T. The right continues for " + Feet() + " and the left continues for " + Feet() + " These passages are " + PassWidth(); }//14 else if (rand < 16) { _dir = "comes to a 4-way intersection. The right continues for " + Feet() + ", the left continues for " + Feet() + " and the hallway continues straight for " + Feet() + " These passages are " + PassWidth(); } //15 else if (rand < 18) { _dir = "continues straight for " + Feet() + ". It also branches left and then continues for " + Feet() + " These passages are " + PassWidth(); } // 16-17 else if (rand < 23) { _dir = "turns left and then continues for " + Feet() + " The passage is " + PassWidth(); } //18-22 else if (rand < 25) { _dir = "continues straight for " + Feet() + ". It also branches right and then continues for " + Feet() + " These passages are " + PassWidth(); }//23-24 else if (rand < 29) { _dir = "turns right and then continues for " + Feet() + " The passage is " + PassWidth(); }//25-28 else if (rand < 38) { _dir = "ends at a room." + " The passage is " + PassWidth(); }//29-37 else if (rand < 40) { _dir = "ends at a door." + " The passage is " + PassWidth() + AfterDoor(); }//38-39 else if (rand < 42) { _dir = "reveals a wandering monster. The passage is " + PassWidth(); }//40-41 else if (rand < 43) { _dir = "reveals " + Stairs() + " The passage is " + PassWidth(); } //42 else if (rand < 44) { _dir = "terminates at a dead end." + SecretDoor() + " The passage is " + PassWidth(); } //43 else { _dir = "ends at a room." + " The passage is " + PassWidth(); } //44 and above if (_dir.Contains("straight")) { numOfStraights++; } return _dir; }
public string Gem() { string gem; Randomizer r = new Randomizer(); Form1 f1 = new Form1(); List<string> l = new List<string>(); l.Add("and a " + f1.gem1 + " worth " + f1.gem1val); l.Add("and a " + f1.gem2 + " worth " + f1.gem2val); l.Add("and a " + f1.gem3 + " worth " + f1.gem3val); l.Add("and a " + f1.gem4 + " worth " + f1.gem4val); l.Add("and a " + f1.gem5 + " worth " + f1.gem5val); l.Add("and a " + f1.gem6 + " worth " + f1.gem6val); int rand = r.RandNumber(1, l.Count); var value = l[rand]; gem = value.ToString(); return gem; }
public string GreaterMagic() { string greater; Randomizer r = new Randomizer(); Form1 f1 = new Form1(); List<string> l = new List<string>(); l.Add("and (" + f1.greater1val + ") " + f1.greater1 + "."); l.Add("and (" + f1.greater2val + ") " + f1.greater2 + "."); l.Add("and (" + f1.greater3val + ") " + f1.greater3 + "."); l.Add("and (" + f1.greater4val + ") " + f1.greater4 + "."); l.Add("and (" + f1.greater5val + ") " + f1.greater5 + "."); l.Add("and (" + f1.greater6val + ") " + f1.greater6 + "."); int rand = r.RandNumber(1, l.Count); var value = l[rand]; greater = value.ToString(); return greater; }
//Table 8 Chamber or Room Contents ==> goto table 9 public string RoomContents() { Passage p = new Passage(); Treasure t = new Treasure(); Encounter e = new Encounter(); string _cont; List<string> l = new List<string>(); l.Add("The room is mostly empty. ");//needs dressing l.Add("The room is mostly empty. "); l.Add("The room is mostly empty. "); l.Add("The room is mostly empty. "); l.Add("The room is mostly empty. "); l.Add("The room is mostly empty. "); l.Add("The room is mostly empty. "); l.Add("The room contains an encounter. "); l.Add("The room contains an encounter. "); l.Add("The room contains an encounter. "); l.Add("The room contains an encounter. "); l.Add("The room contains an encounter and treasure. "); l.Add("The room contains an encounter and treasure. "); l.Add("The room contains an encounter and treasure. "); l.Add("The room contains an encounter and treasure. "); l.Add("The room contains an encounter and treasure. "); l.Add("The room contains an encounter and treasure. "); l.Add("The room contains " + p.Stairs()); l.Add("The room contains a trap. " + t.Trap()); l.Add("The room contains only treasure. "); //////////////////// TREASURE!!!! Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _cont = value.ToString(); return _cont; }
public string SpecialRoomSize() { Randomizer r = new Randomizer(); int dist = r.RandNumber(3, 15); string _size; List<string> l = new List<string>(); l.Add("and is " + (dist + 1 * 10) + " ft. across. "); l.Add("and is " + (dist + 1 * 10) + " ft. across. "); l.Add("and is " + (dist + 1 * 10) + " ft. across. "); l.Add("and is " + (dist + 2 * 10) + " ft. across. "); l.Add("and is " + (dist + 2 * 10) + " ft. across. "); l.Add("and is " + (dist + 2 * 10) + " ft. across. "); l.Add("and is " + (dist + 5 * 10) + " ft. across. "); l.Add("and is " + (dist + 5 * 10) + " ft. across. "); l.Add("and is " + (dist + 6 * 10) + " ft. across. "); l.Add("and is " + (dist + 6 * 10) + " ft. across. "); l.Add("and is " + (dist + 4 * 10) + " ft. across. "); l.Add("and is " + (dist + 4 * 10) + " ft. across. "); l.Add("and is " + (dist + 3 * 10) + " ft. across. "); l.Add("and is " + (dist + 3 * 10) + " ft. across. "); l.Add("and is " + (dist + 3 * 10) + " ft. across. "); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _size = value.ToString(); return _size; }
public string NoStraight() { //roomFreq = 0; Encounter e = new Encounter(); Randomizer r = new Randomizer(); string _dir; //************************************************************************************************************************************** //*********************************** CONTROL DENSITY OF ROOMS HERE AND ABOVE **************************************** //************************************************************************************************************************************** int rand = r.RandNumber(1, 25 + roomFreq); //NOT WORKING if (rand < 9) { _dir = "turns left and then continues for " + Feet() + " The passage is " + PassWidth();} //1-8 else if (rand < 17) {_dir = "ends at a room." + " The passage is " + PassWidth();} //9-16 else if (rand < 20) { _dir = "ends at a door." + " The passage is " + PassWidth() + AfterDoor(); } //17-19 else if (rand < 23) { _dir = "reveals " + e.Wandering() + ". The passage is " + PassWidth(); } //20-22 else if (rand < 24) { _dir = "terminates at a dead end." + SecretDoor() + " The passage is " + PassWidth();} //23 else {_dir = "ends at a room." + " The passage is " + PassWidth();} //24 and > numOfStraights = 0; return _dir; }
public string Trap() { Randomizer r = new Randomizer(); int die1 = r.RandNumber(1, 6); int die2 = r.RandNumber(1, 6) + r.RandNumber(1, 6); int die3 = r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6); int die4 = r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6); int die5 = r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6); int die6 = r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6) + r.RandNumber(1, 6); string _trap; List<string> l = new List<string>(); l.Add("The trap is acid spray which deals " + die2 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a crossbow bolt which deals " + die3 + " damage to those failing a save of ." + DxRoll() + ". "); l.Add("The trap involves a collapsing bridge. The fall causes " + die3 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap involves an illusory bridge. The fall causes " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap causes heavy caltrops to drop from ceiling dealing " + die1 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap involves a ceiling block which drops behind characters. This does no harm, but those failing a DX roll of " + DxRoll() + " are trapped. "); l.Add("The trap involves a ceiling block which drops in front of and behind players. This does no harm, but those failing a DX roll of " + DxRoll() + " are trapped. "); l.Add("The trap involves a ceiling block which drops in front of characters. This does no harm, but those failing a DX roll of " + DxRoll() + " are trapped. "); l.Add("The trap is a ceiling block which drops on the characters dealing " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a ceiling block that seals characters failing a save of " + DxRoll() + " in room or area"); l.Add("The trap is an elevator room" + Elevator() + ". "); l.Add("The trap is an elevator " + Elevator() + " then deactivates for " + die1 + " hours. "); l.Add("The trap is a one-way elevator room " + Elevator()); l.Add("The trap is a falling door that does " + die2 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a set of flame jets that does " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a flooding room that kills characters failing a save of " + DxRoll() + ". "); l.Add("The trap is a blinding gas that leaves any character failing a save of " + DxRoll() + " blind for " + die2 + " turns. "); l.Add("The trap is fear gas that leaves any character failing a save of " + DxRoll() + " afraid and unable to fight for " + die2 + " turns. "); l.Add("The trap is a flammable gas that ignites and does " + die3 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a sleep gas that leaves any character failing a save of " + DxRoll() + " asleep for " + die2 + " turns. "); l.Add("The trap is a lethargy gas. Any character failing a save of " + DxRoll() + " has their MA reduced by half for " + die4 + " turns. "); l.Add("The trap is a greased chute " + Elevator() + " and does " + die2 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a magical lightning bolt that does " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a swinging log that does " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is an obscuring fog which lasts for " + die2 + " turns. "); l.Add("The trap consists of an oil filled pit with dropping lit torch that does " + die5 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a pit triggered by false door that does " + die1 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a pit with dropping ceiling block that does " + die6 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a pit with locking trap door that does " + die2 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a 10 ft pit that does " + die1 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a poisoned bolt-crossbow that does " + die5 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap consists of poisoned caltrops that do " + die3 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a poisoned ballista that does " + die5 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a poisoned spike pit that does " + die3 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a portcullis that drops behind the characters. "); l.Add("The trap consists of portcullises which drop in front of and behind characters, trapping them. "); l.Add("The trap is a portcullis which drops in front of players. "); l.Add("The trap consists of a rolling stone ball which is the height and width of the corridor that does " + die6 + " crushing damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a scything ankle high that does " + die3 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a scything neck high that does " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap consists of a sliding room that changes facing or location. "); l.Add("The trap is a ballista that does " + die4 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a swinging spiked log that does " + die5 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a spiked pit that does " + die2 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap is a spring-loaded piledriver disguised as a door that does " + die5 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap consists of stairs which descend one level and fold flat into a sliding chute and do " + die1 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap consists of collapsing stairs which descend one level and do " + die1 + " damage to those failing a save of " + DxRoll() + ". "); l.Add("The trap consists of a magic teleporter that teleports one character to a random room on the same level. "); l.Add("The trap is a trip wire which trips the first character failing a save of " + DxRoll() + ". "); l.Add("wire-neck high that does " + die2 + " damage to those failing a save of " + DxRoll() + ". "); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _trap = value.ToString(); return _trap; }
public string Potion() { string gem; Randomizer r = new Randomizer(); Form1 f1 = new Form1(); List<string> l = new List<string>(); l.Add("and (" + f1.potion1val + ") "+ f1.potion1); l.Add("and (" + f1.potion2val + ") " + f1.potion2); l.Add("and (" + f1.potion3val + ") " + f1.potion3); l.Add("and (" + f1.potion4val + ") " + f1.potion4); l.Add("and (" + f1.potion5val + ") " + f1.potion5); l.Add("and (" + f1.potion6val + ") " + f1.potion6); int rand = r.RandNumber(1, l.Count); var value = l[rand]; gem = value.ToString(); return gem; }
public string PersTreasure(string level) { int x; if (level == "Low") { x = 1; } else if (level == "Medium") { x = 2; } else { x = 5; } Randomizer r = new Randomizer(); int d1 = r.RandNumber(1, 6)*x; int d2 = r.RandNumber(1, 10)*x; int d3 = r.RandNumber(1, 20)*x; int d4 = r.RandNumber(1, 100)*x; string copper = Convert.ToString(d4) + " copper coins"; string silver = Convert.ToString(d3) + " silver coins"; string gold = Convert.ToString(d2) + " gold coins"; string platinum = Convert.ToString(d1) + " platinum coins"; if (level == "Low") { string _roll; List<string> l = new List<string>(); l.Add(copper); l.Add(copper); l.Add(copper); l.Add(copper+" and "+silver); l.Add(copper + " and " + silver); l.Add(copper + " and " + silver); l.Add(copper + " and " + silver); l.Add(copper + ", " + silver+" and " +gold); l.Add(copper + ", " + silver + " and " + gold); l.Add(copper + ", " + silver + " and " + gold); l.Add(copper + ", " + silver + ", " + gold+" and "+Gem()); l.Add(copper + ", " + silver + ", " + gold + " and " + Potion()); l.Add(copper + ", " + silver + ", " + gold + " and " + LesserMagic()); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _roll = value.ToString(); return _roll; } else if (level == "Medium") { string _roll; List<string> l = new List<string>(); l.Add(silver); l.Add(silver); l.Add(silver); l.Add(silver); l.Add(silver + " and " + gold); l.Add(silver + " and " + gold); l.Add(silver + " and " + gold); l.Add(silver + ", " + gold+" and "+platinum); l.Add(gold + ", " + platinum + " and " + Gem()); l.Add(gold + ", " + platinum + " and " + Potion()); l.Add(gold + ", " + platinum + " and " + LesserMagic()); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _roll = value.ToString(); return _roll; } else { string _roll; List<string> l = new List<string>(); l.Add(gold); l.Add(gold); l.Add(gold); l.Add(gold); l.Add(gold + " and " + platinum); l.Add(gold + " and " + platinum); l.Add(gold + " and " + gold); l.Add(gold + ", " + platinum + ", " + Gem()+" and "+Potion()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + Potion()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + Potion()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + Potion()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + LesserMagic()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + LesserMagic()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + LesserMagic()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + GreaterMagic()); l.Add(gold + ", " + platinum + ", " + Gem() + " and " + GreaterMagic()); l.Add(gold + ", " + platinum + ", " + Gem() + ", " + Potion() + ", "+LesserMagic()+" and "+ GreaterMagic()); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _roll = value.ToString(); return _roll; } }
public string LesserMagic() { string lesser; Randomizer r = new Randomizer(); Form1 f1 = new Form1(); List<string> l = new List<string>(); l.Add("and (" + f1.lesser1val + ") " + f1.lesser1); l.Add("and (" + f1.lesser2val + ") " + f1.lesser2); l.Add("and (" + f1.lesser3val + ") " + f1.lesser3); l.Add("and (" + f1.lesser4val + ") " + f1.lesser4); l.Add("and (" + f1.lesser5val + ") " + f1.lesser5); l.Add("and (" + f1.lesser6val + ") " + f1.lesser6); int rand = r.RandNumber(1, l.Count); var value = l[rand]; lesser = value.ToString(); return lesser; }
private void btnCombatRoll_Click(object sender, EventArgs e) { if (cbCombatAdjDx.Text == "") { MessageBox.Show("You must first choose an Adjusted Dexterity before rolling."); } else if (cbCombatDmgDie.Text == "") { MessageBox.Show("You must first choose a Damage Die before rolling."); } else if (cbCombatDmgMod.Text == "") { MessageBox.Show("You must first choose a Damage Mod before rolling."); } else if (cbCombatDefenderHitStop.Text == "") { MessageBox.Show("You must first choose a Defender Armor Mod before rolling."); } else { Randomizer r = new Randomizer(); Randomizer r2 = new Randomizer(); Randomizer r3 = new Randomizer(); int adjDx = Convert.ToInt16(cbCombatAdjDx.Text); int dmgDie = Convert.ToInt16(cbCombatDmgDie.Text); int dmgMod = Convert.ToInt16(cbCombatDmgMod.Text); int defense = Convert.ToInt16(cbCombatDefenderHitStop.Text); int dice = dmgDie; do { int temp = r.RandNumber(1, 6) + dmgMod; points = points + temp; dice--; } while (dice > 0); string result; int roll = r.RandNumber(1, 6) + r2.RandNumber(1, 6) + r3.RandNumber(1, 6); if (roll <= adjDx) { //success result = "The attacker landed a hit. Defender loses " + (points-defense) + " points from their Current ST." + Environment.NewLine+"You can make the adjustment on the Combat Tracker."; MessageBox.Show(result); points = 0; } else { //fail result = "The attacker has missed."; MessageBox.Show(result); points = 0; } points = 0; } }
public string Monster() { string creature; Randomizer r = new Randomizer(); int roll = r.RandNumber(1, 10); if (roll < 6) { creature = Easy(); } else if (roll < 8) { creature = Moderate(); } else if (roll < 10) { creature = Difficult(); } else { creature = Wandering(); } return creature; }
//table 12 public string TreasureAmount() { string _amt; Randomizer r = new Randomizer(); List<string> l = new List<string>(); //guarded by monster == x2, multiples for difficulty l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 16) * 100 + "ep. "); l.Add("The treasure contains " + r.RandNumber(2, 16) * 100 + "ep. "); l.Add("The treasure contains " + r.RandNumber(2, 16) * 100 + "ep. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 10 + "pp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 10 + "pp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "cp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 100 + "sp. "); l.Add("The treasure contains " + r.RandNumber(2, 16) * 100 + "ep. "); l.Add("The treasure contains " + r.RandNumber(2, 16) * 100 + "ep. "); l.Add("The treasure contains " + r.RandNumber(2, 16) * 100 + "ep. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 10 + "pp. "); l.Add("The treasure contains " + r.RandNumber(2, 20) * 10 + "pp. "); l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. "+Gem()+".");//gem l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Gem() + ".");//gem l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Gem() + ".");//gem l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Gem() + ".");//gem l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Potion() + ".");//potion l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Potion() + ".");//potion l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Potion() + ".");//potion l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + LesserMagic() + ".");//lesser l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + LesserMagic() + ".");//lesser l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Gem()+" "+Potion()+".");//gem and potion l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Gem() + " " + LesserMagic() + ".");//gem and lesser l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Potion() + " " + LesserMagic() + ".");//potion and lesser l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Gem() + " " + Gem() + ".");//2 gems l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + LesserMagic() + " " + LesserMagic() + ".");//2 lesser l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + Potion() + " " + Potion() + ".");//potionX2 l.Add("The treasure contains " + r.RandNumber(1, 4) * 100 + "gp. " + GreaterMagic() + ".");//greater int rand = r.RandNumber(1, l.Count); var value = l[rand]; _amt = value.ToString(); return _amt; }
public string Feet() { //roomSpread = 0; Randomizer r = new Randomizer(); string _ft; //************************************************************************************************************************************** //*********************************** HERE IS WHERE YOU CAN ADJUST HOW SPREAD OUT THE MAP IS **************************************** //************************************************************************************************************************************** int ft = r.RandNumber(1, 5 + roomSpread) * 10; _ft = ft.ToString() + " ft."; return _ft; }
//Table 9 ==> goto table 12 public string TreasureContainer() { //if container, optional ==> goto table 10 and/or 11 string _tcont; List<string> l = new List<string>(); l.Add("Treasure container: bags."); l.Add("Treasure container: sacks."); l.Add("Treasure container: coffers."); l.Add("Treasure container: chests."); l.Add("Treasure container: large chests."); l.Add("Treasure container: pottery jars."); l.Add("Treasure container: metal urns."); l.Add("Treasure container: stone containers."); l.Add("Treasure container: iron trunks."); l.Add("Treasure is loose."); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _tcont = value.ToString(); return _tcont; }
//table 22 passage width public string PassWidth() { string _pwidth; List<string> l = new List<string>(); l.Add("5 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("10 ft wide. "); l.Add("20 ft wide. "); l.Add("20 ft wide. "); l.Add("20 ft wide. "); l.Add("20 ft wide. "); l.Add("30 ft wide. "); l.Add(SpecialPassage()); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _pwidth = value.ToString(); return _pwidth; }
//table 23 public string SpecialPassage() { string _turn; List<string> l = new List<string>(); l.Add("40 ft wide. "); l.Add("40 ft wide. "); l.Add("40 ft wide. "); l.Add("40 ft wide. "); l.Add("40 ft wide with a row of columns."); l.Add("40 ft wide with a row of columns."); l.Add("40 ft wide with a row of columns."); l.Add("50 ft wide. "); l.Add("50 ft wide. "); l.Add("50 ft wide. "); l.Add("50 ft wide with a row of columns."); l.Add("50 ft wide with a row of columns."); l.Add("50 ft wide with a stream with a bridge. "); l.Add("60 ft wide with a stream with a bridge. "); l.Add("70 ft wide with a stream with a bridge. "); l.Add("50 ft wide with a stream. "); l.Add("70 ft wide with a river and boat on your side. "); l.Add("80 ft wide with a river and boat on the other side. "); l.Add("90 ft wide with a river and boat on your side. "); l.Add("80 ft wide with a river. "); l.Add("60 ft wide with a huge chasm 100 ft deep. "); l.Add("60 ft wide with a huge chasm 100 ft deep with a rope bridge. "); l.Add("60 ft wide with a huge chasm 100 ft deep with a narrow spot. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _turn = value.ToString(); return _turn; }
public string SecretDoor() { Randomizer r = new Randomizer(); int sdoor = r.RandNumber(1, 8); if (sdoor < 2) { return "There is a secret door located " + DoorLoc() + AfterDoor(); } else return ""; }
public string SpecialRoom() { string _special; List<string> l = new List<string>(); l.Add("a " + CaveSize()); l.Add("circular " + SpecialRoomSize()); l.Add("circular " + SpecialRoomSize()); l.Add("circular " + SpecialRoomSize()); l.Add("circular " + SpecialRoomSize()); l.Add("circular " + SpecialRoomSize()); l.Add("hexagonal " + SpecialRoomSize()); l.Add("hexagonal " + SpecialRoomSize()); l.Add("octagonal " + SpecialRoomSize()); l.Add("octagonal " + SpecialRoomSize()); l.Add("oval " + SpecialRoomSize()); l.Add("oval " + SpecialRoomSize()); l.Add("oddly shaped " + SpecialRoomSize()); l.Add("oddly shaped " + SpecialRoomSize()); l.Add("trapezoidal " + SpecialRoomSize()); l.Add("trapezoidal " + SpecialRoomSize()); l.Add("trapezoidal " + SpecialRoomSize()); l.Add("triangular " + SpecialRoomSize()); l.Add("triangular " + SpecialRoomSize()); l.Add("triangular " + SpecialRoomSize()); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _special = value.ToString(); return _special; }
public string Stairs() { string _stairs; List<string> l = new List<string>(); l.Add("stairs that descend 1 level then the passage continues. "); l.Add("stairs that descend 1 level then the passage continues. "); l.Add("stairs that descend 1 level then the passage continues. "); l.Add("stairs that descend 1 level then the passage continues. "); l.Add("stairs that descend 1 level then the passage continues. "); l.Add("stairs that descends 2 levels then the passage continues. "); l.Add("stairs that descends 3 levels then the passage continues. "); l.Add("stairs that ascend 1 level then the passage continues. "); l.Add("stairs that ascend 1 level then the passage continues. "); l.Add("stairs that ascend to a dead end. "); l.Add("stairs that descend to a dead end. "); l.Add("stairs that descend 1 level into a room. "); l.Add("stairs that descend 1 level into a room. "); l.Add("stairs that descend 1 level into a room. "); l.Add("a chimney that rises up 1 level. The passage continues. "); l.Add("a chimney that rises up 2 levels. The passage continues. "); l.Add("a chimney that drops down 2 levels. The passage continues. "); l.Add("a trap door that drops down 1 level. The passage continues. "); l.Add("a trap door that drops down 1 level. The passage continues. "); l.Add("a trap door that drops down 2 levels. The passage continues. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _stairs = value.ToString(); return _stairs; }
//table 11 public string TreasureHide() { string _hide; List<string> l = new List<string>(); l.Add("Treasure hidden behind a loose wall stone. "); l.Add("Treasure hidden behind a loose wall stone. "); l.Add("Treasure hidden by an Illusion to change the appearance or hide it. "); l.Add("Treasure hidden by an Illusion to change the appearance or hide it. "); l.Add("Treasure hidden by an Invisibility spell. "); l.Add("Treasure hidden by an Invisibility spell. "); l.Add("Treasure hidden by an Invisibility spell. "); l.Add("Treasure hidden in a nearby secret room. "); l.Add("Treasure hidden in a nearby secret room. "); l.Add("Treasure hidden in a nearby secret room. "); l.Add("Treasure hidden in a nearby secret room. "); l.Add("Treasure contained in an ordinary container in plain view. "); l.Add("Treasure inside or under trash or dung heap. "); l.Add("Treasure hidden by a non-magical disguise. "); l.Add("Treasure in a secret space under container. "); l.Add("Treasure in a secret compartment in container. "); l.Add("Treasure in a secret compartment in container. "); l.Add("Treasure under a loose flooring stone. "); l.Add("Treasure under a loose flooring stone. "); l.Add("Treasure under a loose flooring stone. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _hide = value.ToString(); return _hide; }
//Table 19 public string DoorLoc() { string _dloc; List<string> l = new List<string>(); l.Add("to the left. "); l.Add("to the left. "); l.Add("to the left. "); l.Add("to the right. "); l.Add("to the right. "); l.Add("to the right. "); l.Add("straight ahead. "); l.Add("straight ahead. "); l.Add("straight ahead. "); l.Add("straight ahead. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _dloc = value.ToString(); return _dloc; }
//table 10 public string TreasureWards() { string _wards; List<string> l = new List<string>(); l.Add("Treasure warded by: a blade scything across inside. "); l.Add("Treasure warded by: a blade scything across inside. "); l.Add("Treasure warded by: contact poison on container. "); l.Add("Treasure warded by: contact poison on container. "); l.Add("Treasure warded by: contact poison on treasure. "); l.Add("Treasure warded by: contact poison on treasure. "); l.Add("Treasure warded by: gas released by opening container. "); l.Add("Treasure warded by: a grenade. "); l.Add("Treasure warded by: poisoned needles in lock. "); l.Add("Treasure warded by: poisoned needles in lock. "); l.Add("Treasure warded by: poisoned needles in handles. "); l.Add("Treasure warded by: a poisonous insect or reptile living inside container. "); l.Add("Treasure warded by: spears released from walls when container opened. "); l.Add("Treasure warded by: spring darts firing from front of container. "); l.Add("Treasure warded by: spring darts firing from top of container. "); l.Add("Treasure warded by: spring darts firing up from inside bottom of container. "); l.Add("Treasure warded by: a stone block dropping in front of container. "); l.Add("Treasure warded by: a petard. "); l.Add("Treasure warded by: a trapdoor opening in front of container. "); l.Add("Treasure warded by: a trapdoor opening 6 ft in front of container. "); Randomizer r = new Randomizer(); int rand = r.RandNumber(1, l.Count); var value = l[rand]; _wards = value.ToString(); return _wards; }