Example #1
0
        /// <summary>
        /// A monster has been killed by magic or combat. Add XP
        /// </summary>
        /// <param name="magicUse"></param>
        private void AddXPPlayerAttack(Monster monster, bool magicUse)
        {
            //No XP for summonded creatures
            if (monster.WasSummoned)
            {
                LogFile.Log.LogEntryDebug("No XP for summounded creatures.", LogDebugLevel.Medium);
                return;
            }

            //Magic case
            if (magicUse)
            {
                int monsterXP = monster.GetMagicXP();
                double diffDelta = (MagicStat - monsterXP) / (double)MagicStat;
                if (diffDelta < 0)
                    diffDelta = 0;

                double xpUpChance = 1 - diffDelta;
                int xpUpRoll = (int)Math.Floor(xpUpChance * 100.0);
                int xpUpRollActual = Game.Random.Next(100);
                LogFile.Log.LogEntryDebug("MagicXP up. Chance: " + xpUpRoll + " roll: " + xpUpRollActual, LogDebugLevel.Medium);

                if (xpUpRollActual < xpUpRoll)
                {
                    MagicXP++;
                    LogFile.Log.LogEntryDebug("MagicXP up!", LogDebugLevel.Medium);
                    Game.MessageQueue.AddMessage("You feel your magic grow stronger.");
                }
            }
            //Combat use
            else
            {
                int monsterXP = monster.GetCombatXP();
                double diffDelta = (AttackStat - monsterXP) / (double)AttackStat;
                if (diffDelta < 0)
                    diffDelta = 0;

                double xpUpChance = 1 - diffDelta;
                int xpUpRoll = (int)Math.Floor(xpUpChance * 100.0);
                int xpUpRollActual = Game.Random.Next(100);
                LogFile.Log.LogEntryDebug("CombatXP up roll. Chance: " + xpUpRoll + " roll: " + xpUpRollActual, LogDebugLevel.Medium);

                if (xpUpRollActual < xpUpRoll)
                {
                    CombatXP++;
                    LogFile.Log.LogEntryDebug("CombatXP up!", LogDebugLevel.Medium);
                    Game.MessageQueue.AddMessage("You feel your combat skill increase.");
                }
            }
        }
Example #2
0
        /// <summary>
        /// This happens when a charmed creature attacks another or a non-charmed creature fights back
        /// </summary>
        /// <param name="attackingMonster"></param>
        /// <param name="targetMonster"></param>
        internal void AddXPMonsterAttack(Monster attackingMonster, Monster targetMonster)
        {
            //Check this monster was charmed
            if (!attackingMonster.Charmed)
            {
                LogFile.Log.LogEntryDebug("Attacking monster was not charmed, no XP.", LogDebugLevel.Medium);
                return;
            }

              //Add charm XP. Use the target's combat XP against the player's charm stat
            //This also has the advantage that every creature in the game has a combat XP
            int monsterXP = targetMonster.GetCombatXP();
            double diffDelta = (CharmStat - monsterXP) / (double)CharmStat;
            if (diffDelta < 0)
                 diffDelta = 0;

                double xpUpChance = 1 - diffDelta;
                int xpUpRoll = (int)Math.Floor(xpUpChance * 100.0);
                int xpUpRollActual = Game.Random.Next(100);
                LogFile.Log.LogEntryDebug("CharmXP up. Chance: " + xpUpRoll + " roll: " + xpUpRollActual, LogDebugLevel.Medium);

                if (xpUpRollActual < xpUpRoll)
                {
                    CharmXP++;
                    LogFile.Log.LogEntryDebug("CharmXP up!", LogDebugLevel.Medium);
                    Game.MessageQueue.AddMessage("You feel more charming.");
                }
        }