Exemple #1
0
 //Constructor
 public Monster(string name, pClass pClass, int xp, int gold, int addHP, int addDam, int hit, int defence, int crit, Drop drop, int action1, int action2, int action3)
     : base(pClass)
 {
     declareAction = Status.creatureUpdateName[2];
     maxHealth     = health = pClass.startingHealth + addHP;
     damage        = pClass.startingDamage + addDam;
     energy        = pClass.startingEnergy;
     magic         = pClass.startingMagic;
     this.addDam   = addDam;
     this.addHP    = addHP;
     this.drop     = drop;
     this.name     = name;
     this.pClass   = pClass;
     this.xp       = xp;
     this.gold     = gold;
     this.drop     = drop;
     this.hit      = hit;
     this.defence  = defence;
     this.crit     = crit;
     this.action1  = action1;
     this.action2  = action2;
     this.action3  = action3;
     monChoice     = 0;
     colourChoice  = Colour.NAME;
 }
Exemple #2
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    public Hero(pClass pClass, Family family, Equipment Weapon, Equipment Armor)
        : base(pClass)
    {
        List <Drop> Drops = new List <Drop> {
        };

        this.family   = family;
        this.pClass   = pClass;
        this.Weapon   = Weapon;
        this.Armor    = Armor;
        energy        = maxEnergy = pClass.startingEnergy + 1;
        health        = maxHealth = pClass.startingHealth + 4;
        magic         = pClass.startingMagic;
        damage        = pClass.startingDamage;
        level         = 1;
        gold          = 100;
        xp            = 0;
        potions       = 1;
        levelMax      = 5;
        bankGold      = 0;
        invested      = 0;
        hasInvestment = 0;
        craft         = false;
        win           = false;
        maxPotions    = 1;
        if (pClass.cName == "Mage")
        {
            maxPotions = 2;
        }
    }
Exemple #3
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 //Constructor
 public Monster(string name, string taunt, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop)
     : base(pClass)
 {
     this.addDam = addDam;
     this.addHP  = addHP;
     this.taunt  = taunt;
     this.drop   = drop;
     this.name   = name;
     this.pClass = pClass;
     this.xp     = xp;
     this.gold   = gold;
     this.drop   = drop;
 }
Exemple #4
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 public Monster(string name, string taunt, pClass pClass, int rewardGold, int rewardXP, string summonName)
     : base(name, pClass)
 {
     this.name       = name;
     this.taunt      = taunt;
     this.pClass     = pClass;
     gold            = rewardGold;
     xp              = rewardXP;
     energy          = pClass.startingEnergy;
     health          = pClass.startingHealth;
     magic           = pClass.startingMagic;
     damage          = pClass.startingDamage;
     this.summonName = summonName;
 }
Exemple #5
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 public Hero(string name, pClass pClass, Equipment Weapon, Equipment Armor)
     : base(name, pClass)
 {
     pName       = name;
     this.pClass = pClass;
     this.Weapon = Weapon;
     this.Armor  = Armor;
     energy      = maxEnergy = pClass.startingEnergy;
     health      = maxHealth = pClass.startingHealth;
     magic       = pClass.startingMagic;
     damage      = pClass.startingDamage;
     level       = 1;
     gold        = 100;
     xp          = 0;
     potions     = 1;
     xpRequired  = level * 20 + 5;
 }
Exemple #6
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    public Hero(pClass pClass, Family family, Equipment Weapon, Equipment Armor, string[] attacks)
        : base(pClass)
    {
        this.attacks = attacks;
        List <Drop> Drops = new List <Drop> {
        };

        this.family   = family;
        this.pClass   = pClass;
        this.Weapon   = Weapon;
        this.Armor    = Armor;
        energy        = maxEnergy = pClass.startingEnergy;
        health        = maxHealth = pClass.startingHealth;
        magic         = pClass.startingMagic;
        damage        = pClass.startingDamage;
        level         = 1;
        gold          = 100;
        xp            = 0;
        potions       = 1;
        bankGold      = 0;
        invested      = 0;
        hasInvestment = false;
        craft         = false;
        maxPotions    = 1;
        if (pClass.cName == "Warrior")
        {
            lvlDamage = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 3;
            lvlEnergy = (level == 3 || level == 5 || level == 7 || level == 10) ? 1 : 2;
        }
        if (pClass.cName == "Rogue")
        {
            lvlDamage = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlHealth = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 2;
            lvlEnergy = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
        }
        if (pClass.cName == "Mage")
        {
            lvlDamage  = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth  = (level == 3 || level == 5 || level == 7 || level == 10) ? 4 : 2;
            lvlEnergy  = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 2;
            maxPotions = 2;
            Combat.currentAttackOptions[0] = Create.mageAttacks[0];
        }
    }
Exemple #7
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 //Constructor
 public Monster(string name, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop)
     : base(pClass)
 {
     declareAction = Attack.creatureUpdateName[2];
     maxHealth     = health = pClass.startingHealth + addHP;
     damage        = pClass.startingDamage + addDam;
     energy        = pClass.startingEnergy;
     magic         = pClass.startingMagic;
     this.addDam   = addDam;
     this.addHP    = addHP;
     this.drop     = drop;
     this.name     = name;
     this.pClass   = pClass;
     this.xp       = xp;
     this.gold     = gold;
     this.drop     = drop;
     special       = 0;
 }
Exemple #8
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 public Hero(string name, pClass pClass, Equipment Weapon, Equipment Armor)
     : base(name, pClass)
 {
     pName       = name;
     this.pClass = pClass;
     this.Weapon = Weapon;
     this.Armor  = Armor;
     energy      = maxEnergy = pClass.startingEnergy;
     health      = maxHealth = pClass.startingHealth;
     magic       = pClass.startingMagic;
     damage      = pClass.startingDamage;
     level       = 1;
     gold        = 100;
     xp          = 0;
     potions     = 1;
     levelMax    = 5;
     bankGold    = 0;
     fights      = 10;
     fightsMax   = 10;
     xpRequired  = 25;
     win         = false;
 }
Exemple #9
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 //Constructor
 public Boss(string name, string followUp, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop, bool IsAlive)
     : base(name, pClass, xp, gold, addHP, addDam, drop)
 {
     this.followUp = followUp;
     this.IsAlive  = IsAlive;
 }
Exemple #10
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 public Creature(string name, pClass pClass)
 {
 }
Exemple #11
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 //Creature Constructor
 public Creature(pClass pClass)
 {
 }
Exemple #12
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 //Constructor
 public Boss(string name, string followUp, pClass pClass, int xp, int gold, int addHP, int addDam, int hit, int defence, int crit, Drop drop, int action1, int action2, int action3, bool IsAlive)
     : base(name, pClass, xp, gold, addHP, addDam, hit, defence, crit, drop, action1, action2, action3)
 {
     this.followUp = followUp;
     this.IsAlive  = IsAlive;
 }
Exemple #13
0
 //Constructor
 public Boss(string name, string taunt, pClass pClass, int xp, int gold, int addHP, int addDam, Drop drop, bool IsAlive)
     : base(name, taunt, pClass, xp, gold, addHP, addDam, drop)
 {
     this.IsAlive = IsAlive;
 }
Exemple #14
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    public Hero(pClass pClass, Family family, Equipment Weapon, Equipment Armor, string[] attacks)
        : base(pClass)
    {
        this.attacks = attacks;
        List <Drop> Drops = new List <Drop> {
        };

        this.family   = family;
        this.pClass   = pClass;
        this.Weapon   = Weapon;
        this.Armor    = Armor;
        energy        = maxEnergy = pClass.startingEnergy;
        health        = maxHealth = pClass.startingHealth;
        magic         = pClass.startingMagic;
        damage        = pClass.startingDamage;
        level         = 1;
        gold          = 100;
        xp            = 0;
        potions       = 1;
        invested      = 0;
        hasInvestment = false;
        craft         = false;
        maxPotions    = 2;
        mitigation    = 1;
        hit           = 75;
        crit          = 10;
        defence       = 5;
        tempDef       = 0;
        tempMit       = 0;
        if (pClass.cName == "Warrior")
        {
            mitigation   += 1;
            defence      += 3;
            lvlDamage     = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth     = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 3;
            lvlEnergy     = (level == 3 || level == 5 || level == 7 || level == 10) ? 1 : 2;
            lvlMitigation = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlHit        = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 5;
            lvlCrit       = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlDefence    = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 2;
        }
        if (pClass.cName == "Rogue")
        {
            hit          += 2;
            crit         += 2;
            lvlDamage     = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlHealth     = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 2;
            lvlEnergy     = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
            lvlMitigation = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHit        = (level == 3 || level == 5 || level == 7 || level == 10) ? 6 : 5;
            lvlCrit       = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 1;
            lvlDefence    = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
        }
        if (pClass.cName == "Mage")
        {
            lvlDamage     = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHealth     = (level == 3 || level == 5 || level == 7 || level == 10) ? 4 : 2;
            lvlEnergy     = (level == 3 || level == 5 || level == 7 || level == 10) ? 3 : 2;
            lvlMagic      = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlMitigation = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlHit        = (level == 3 || level == 5 || level == 7 || level == 10) ? 5 : 5;
            lvlCrit       = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 1;
            lvlDefence    = (level == 3 || level == 5 || level == 7 || level == 10) ? 2 : 2;
            maxPotions++;
            Player.currentAttackOptions[0] = Create.mageAttacks[0];
        }
    }