public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { if (currentPlayer.MagicPower == 0) { currentPlayer.HealthBuff += HpMod; } }
public override List <StatPackage> BattleMove(Engine.CharacterClasses.Player player) { StatPackage response = new StatPackage("none"); int randomNumber = Index.RNG(0, 3); if (randomNumber == 0)//Base Magic { response.DamageType = "fire"; response.HealthDmg = (int)(player.MagicPower * 1.5); response.CustomText = "You use Prayer. Base attribute: Magic Power. You attack for (" + (int)(1.5 * player.MagicPower) + " fire damage)"; } else if (randomNumber == 1)//base Precision { response.DamageType = "stab"; response.HealthDmg = (int)(player.Precision * 1.5); response.CustomText = "You use Prayer. Base attribute: Precision. You attack for (" + (int)(1.5 * player.Precision) + " stab damage)"; } else//base Strength { response.DamageType = "incised"; response.HealthDmg = (int)(player.Strength * 1.5); response.CustomText = "You use Prayer. Base attribute: Strength. You attack for (" + (int)(1.5 * player.Strength) + " incised damage)"; } List <StatPackage> combo = decoratedSkill.BattleMove(player); combo.Add(response); return(combo); }
// this factory produces skills from HolySpells directory public Skill CreateSkill(Engine.CharacterClasses.Player player) { List <Skill> playerSkills = player.ListOfSkills; Skill known = CheckContent(playerSkills); if (known == null) { Excommunication s1 = new Excommunication(); IceSpike s2 = new IceSpike(); Prayer s3 = new Prayer(); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s2.MinimumLevel <= player.Level) { tmp.Add(s2); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else if (known.decoratedSkill == null) { ExcommunicationDecorator s1 = new ExcommunicationDecorator(known); IceSpikeDecorator s2 = new IceSpikeDecorator(known); PrayerDecorator s3 = new PrayerDecorator(known); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s2.MinimumLevel <= player.Level) { tmp.Add(s2); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else { return(null); } }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { if (currentPlayer.Strength >= 25) { currentPlayer.ArmorBuff += ArMod + (currentPlayer.Strength - 25) / 2; //If player is tough enough, he can use large bardiche to defend himself. } }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.HealthBuff += (int)(currentPlayer.Health * boost); currentPlayer.ArmorBuff += (int)(currentPlayer.Armor * boost); currentPlayer.PrecisionBuff += (int)(currentPlayer.Precision * boost); currentPlayer.MagicPowerBuff += (int)(currentPlayer.MagicPower * boost); currentPlayer.StaminaBuff += (int)(currentPlayer.Stamina * boost); }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { if (currentPlayer.Health <= 50) { if (currentPlayer.Gold >= 200) { currentPlayer.Gold -= 200; currentPlayer.Stamina = 0; } } }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { if ((currentPlayer.StrengthBuff + currentPlayer.StaminaBuff + currentPlayer.PrecisionBuff + currentPlayer.HealthBuff + currentPlayer.ArmorBuff) / 5 < 80) { currentPlayer.StrengthBuff += StrMod + 5; } currentPlayer.StaminaBuff += StaMod + 5; currentPlayer.PrecisionBuff += PrMod + 5; currentPlayer.HealthBuff += HpMod + 5; currentPlayer.ArmorBuff += ArMod + 5; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { foreach (string i in otherItems) { currentPlayer.HealthBuff += HpMod; currentPlayer.StrengthBuff += StrMod; currentPlayer.ArmorBuff += ArMod; currentPlayer.PrecisionBuff += PrMod; currentPlayer.MagicPowerBuff += MgcMod; currentPlayer.StaminaBuff += StaMod; if (i == "OsirisEye") { currentPlayer.StrengthBuff = currentPlayer.Strength + StrMod * 150 / 100; } } }
public override List <StatPackage> BattleMove(Engine.CharacterClasses.Player player) { int randomNumber = Index.RNG(0, 3); StatPackage response = new StatPackage("water"); if (randomNumber == 0) { response.HealthDmg = 2 * player.MagicPower; response.CustomText = "You use Ice Spike! (" + 2 * player.MagicPower + ") water damage. "; } else { response.DamageType = "none"; response.CustomText = "You use Ice Spike, but you miss!"; } return(new List <StatPackage> { response }); }
public override List <StatPackage> BattleMove(Engine.CharacterClasses.Player player) { List <int> myList = new List <int>(); // using a list of all player statistics myList.Add(player.MagicPower); myList.Add(player.Strength); myList.Add(player.Precision); myList.Add(player.Stamina); myList.Add(player.Health); myList.Add(player.Armor); myList.Sort();//sorting the list StatPackage response = new StatPackage("air"); int randomNumber = Index.RNG(0, 3); if (randomNumber == 0)//Strongest stat { response.MagicPowerDmg = (int)(myList[myList.Count - 1] * 0.5); response.CustomText = "You use Excommunication and decrease your enemies magic power by " + (int)(myList[myList.Count - 1] * 0.5); } else if (randomNumber == 1)//weakest { int i = 0; while (myList[i] == 0)//first stat that is not equal to 0 will be used { i++; } response.MagicPowerDmg = (int)(myList[i] * 0.5); response.CustomText = "You use Excommunication and decrease your enemies magic power by " + (int)(myList[myList.Count - 1] * 0.5); } else //miss { response.DamageType = "none"; response.MagicPowerDmg = 0; response.CustomText = "You try to use Excommunication, but you miss!"; } List <StatPackage> combo = decoratedSkill.BattleMove(player); combo.Add(response); return(combo); }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { safeLevel = currentPlayer.Health; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.Health += 10 * currentPlayer.Level; currentPlayer.MagicPowerBuff += MgcMod; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.StrengthBuff += StrMod + currentPlayer.Strength; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.MagicPowerBuff += MgcMod + currentPlayer.Strength / 5; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.StaminaBuff = currentPlayer.Stamina / 5; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.ArmorBuff += ArMod; }
public override void ApplyBuffs(Engine.CharacterClasses.Player currentPlayer, List <string> otherItems) { currentPlayer.HealthBuff += HpMod; currentPlayer.StaminaBuff += StaMod; }