Exemple #1
0
 private void btnTreRRoll_Click(object sender, EventArgs e)
 {
     //treasure re-roll
     Treasure tr = new Treasure();
     tbTreRes.Text = tr.TreasureRoll();
 }
Exemple #2
0
 private void btnGenerateNpc_Click(object sender, EventArgs e)
 {
     NpcGen npc = new NpcGen();
     //temp static data
     string [] np = npc.NpcBuilder(cbLevel.Text);
     string uppername = FirstCharToUpper(np[0]);
     tbNpcName.Text = uppername;
     tbNpcType.Text = np[4];
     tbNpcRace.Text = np[1];
     tbNpcGender.Text = np[3];
     tbNpcAge.Text = np[2];
     tbNpcSt.Text = np[5];
     tbNpcDx.Text = np[6];
     tbNpcIq.Text = np[7];
     tbNpcMa.Text = np[15];
     string abils = np[10];
     tbNpcTalents.Text = string.Join(", ", abils.Split(',').Distinct());  //removes duplicates.
     tbNpcAppearance.Text = uppername+ np[12];
     tbNpcArmorWeapons.Text = np[8] +", "+np[9];
     Treasure t = new Treasure();
     string treasure = t.PersTreasure(cbLevel.Text);
     tbNpcEquipmentTreasure.Text = treasure+", "+np[13];
     tbNpcBackground.Text = uppername+ np[14];
 }
Exemple #3
0
        private void btnMap_Click(object sender, EventArgs e)
        {
            tbChaRes.Text = "";
            tbEncRes.Text = "";
            tbPasRes.Text = "";
            tbTreRes.Text = "";

            if (cbRoomFreq.Text == "Few") { roomFreq = 2; }
            else if (cbRoomFreq.Text == "Moderate") { roomFreq = 4; }
            else if (cbRoomFreq.Text == "Average") { roomFreq = 6; }
            else if (cbRoomFreq.Text == "More") { roomFreq = 8; }
            else if (cbRoomFreq.Text == "Many") { roomFreq = 10; }
            else { roomFreq = 0; }

            if (cbHallDist.Text == "Shortest") { roomSpread = 0; }
            else if (cbHallDist.Text == "Short") { roomSpread = 1; }
            else if (cbHallDist.Text == "Moderate") { roomSpread = 2; }
            else if (cbHallDist.Text == "Long") { roomSpread = 3; }
            else if (cbHallDist.Text == "Longest") { roomSpread = 4; }
            else { roomSpread = 0; }

            Passage p = new Passage();
            p.SetupRollMods(roomFreq, roomSpread);

            //main generate methods...//
            RoomChamber rc = new RoomChamber();
            Encounter en = new Encounter();
            Treasure t = new Treasure();

            tbPasRes.Text = p.PassageChk();

            if (tbPasRes.Text.Contains("wandering monster"))
            {
                tbEncRes.Text = en.Wandering();
            }
            if (tbPasRes.Text.Contains("room"))
            {
                tbChaRes.Text = rc.Chamber();
            }
            if (tbChaRes.Text.Contains("an encounter"))
            {
                tbEncRes.Text = en.Monster();
            }
            if (tbChaRes.Text.Contains("treasure"))
            {
                tbTreRes.Text = t.TreasureRoll();
            }

            //####################################################################################################################################
            //####################################################################################################################################

            // #################### need to check reg to see if anything saved, if not popup setup form. #########################################

            //####################################################################################################################################
            //####################################################################################################################################
        }
Exemple #4
0
        //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;
        }