Exemple #1
0
        public static void GetArmor(player newPlayer)
        {
            Random rand = new Random();
            //initialize armor to be returned

            armor Armor = new armor();

            int rng = rand.Next(1, 100);

            if (rng >= 96)
            {
                Armor = LegendaryDrops.PullLegendaryArmor(newPlayer);
            }
            else
            {
                Armor = ArmorStats.GetEffects(newPlayer, Armor);
                while (true)
                {
                    Console.WriteLine("Would you like to equip this armor?");
                    Console.WriteLine("Current set: ");
                    ArmorStats.ShowArmorStats(newPlayer.armorEquipped);
                    Console.WriteLine("\nNew set: ");
                    ArmorStats.ShowArmorStats(Armor);
                    Console.WriteLine("Would you like to equip the new armor?");
                    string armorChoice = Console.ReadLine();
                    if (armorChoice.ToLower() == "yes")
                    {
                        newPlayer.armorEquipped = Armor;
                        break;
                    }
                    else if (armorChoice.ToLower() == "no")
                    {
                        Console.WriteLine("You toss the armor to the side.");
                        break;
                    }
                    Console.Clear();
                }
            }
        }
Exemple #2
0
        public static void chapterTwo(player newPlayer)
        {
            partyMembers member  = new partyMembers();
            bool         isAlive = true;
            enemies      Enemy   = new enemies();


            Console.WriteLine("As the trio continues north, the Green Dome gate becomes visible in the distance.");
            Console.WriteLine("You look behind you, seeing Red Sands grotto off in the distance, hidden slightly by the artificial atmosphere.");
            Console.ReadLine();
            Console.WriteLine("STU: I'm not gonna miss that place. So many dumpfolk and other trash roam that place, sulking in their own damn misery.");
            Console.WriteLine("SAI: Not far off from Cratertown. Only difference is the violent thugs get dealt with by the police force.");
            Console.WriteLine("STU: Thats a step up, at the least.");
            Console.ReadLine();
            Console.WriteLine("As the gate gets closer, you see several guards standing by.");
            Console.WriteLine("STU: We're approaching the checkpoint. Let me handle this, I'm hoping I can get us in there.");
            Console.ReadLine();
            Console.WriteLine("GUARD: Stay back. Present your ID.");
            Console.WriteLine("STU: Hail, sir. We have important business in Cratertown.");
            Console.WriteLine("GUARD: Is that right? Let me go... discuss this with upper management.");
            Console.WriteLine("STU: Hopefully they just let us pass. I've not heard of them being super strict here before.");
            Console.ReadLine();
            Console.WriteLine("The guards return, approaching Stu.");
            Console.WriteLine("GUARD: Alright, Stu, follow me. We'll get you sorted out.");
            Console.WriteLine("Stu backs off a bit.");
            Console.ReadLine();
            Console.WriteLine("STU: You know my name?");
            Console.WriteLine("GUARD: Hmm. You're pretty popular around here, Stu. We've been wondering when you'd show up.");
            Console.WriteLine("STU: I think we're just gonna... go.");
            Console.ReadLine();
            Console.WriteLine("GUARD: No, I don't think so. We've got some questions we need to ask you. You're coming with us.");
            Write("STU: You're with Baris. Why are you posted here?");
            Write("GUARD: Heh. Baris and the police force struck a deal. Long story short, we have permission to kill you on sight.");
            Read();
            Write("STU: Look, " + newPlayer.name + ", I'll explain this later. Let's just take care of these guys.");
            Write("GUARD: Take care of us? You guys hear that? Well, we'll see about that.");
            Read();
            isAlive = Combat.combat(Enemy.RedSandsGuard, newPlayer, 2);
        }
Exemple #3
0
        public static void LevelTracker(player newPlayer)
        {
            int xpToNextLevel = (int)(Math.Pow((double)newPlayer.level, 4.0 / 3.0) * 1500.0);

            bool doneLeveling = false;

            while (!doneLeveling)
            {
                // Console.WriteLine("Current xp: " + newPlayer.xp + "XP to next: " + xpToNextLevel);
                if (newPlayer.xp >= xpToNextLevel)
                {
                    newPlayer.level++;
                    Console.WriteLine("Congratulations, you are now level " + newPlayer.level + "!");
                    xpToNextLevel       = (int)(Math.Pow((double)newPlayer.level, 4.0 / 3.0) * 1500.0);
                    newPlayer.health    = GetPlayerHP(newPlayer.health, newPlayer.level);
                    newPlayer.currentHP = newPlayer.health;
                    continue;
                }
                doneLeveling = true;
            }

            Console.WriteLine("You have " + newPlayer.xp + " xp.\nYou need " + xpToNextLevel + " xp to reach level " + (int)(newPlayer.level + 1));
        }
        public static GunPulled PullLegendaryGuns(player newPlayer)
        {
            GunPulled Gun = new GunPulled();

            Random rand          = new Random();
            int    legendaryPull = rand.Next(69);

            if (legendaryPull == 0)
            {
                GunPulled Clanker = new GunPulled("MarsWares", "Minigun", "Clanker", 6, 52, 65, 3, 5);
                Gun = Clanker;
            }
            else if (legendaryPull == 1)
            {
                GunPulled DeathRay = new GunPulled("Ultra", "Laser Ray Series", "Death Ray", 3, 50, 87, 50, 3);
                Gun = DeathRay;
            }
            else if (legendaryPull == 2)
            {
                GunPulled ForceBlaster = new GunPulled("Ultra", "Laser Ray Series", "Force Blaster", 27, 3, 90, 30, 3);
                Gun = ForceBlaster;
            }
            else if (legendaryPull == 3)
            {
                GunPulled ColtOcto = new GunPulled("Inum", "Pistol", "Colt Octo", 8, 8, 88, 88, 8);
                Gun = ColtOcto;
            }
            else if (legendaryPull == 4)
            {
                GunPulled Missfire = new GunPulled("JelTech", "Assault Rifle", "Missfire", 15, 17, 45, 45, 4);
                Gun = Missfire;
            }
            else if (legendaryPull == 5)
            {
                GunPulled PlasmaImploder = new GunPulled("Ultra", "Plasma Series", "Plasma Imploder", 30, 3, 83, 10, 10);
                Gun = PlasmaImploder;
            }
            else if (legendaryPull == 6)
            {
                GunPulled MasterBlaster = new GunPulled("TopNotch", "RPG", "Master Blaster", 40, 1, 85, 10, 5);
                Gun = MasterBlaster;
            }
            else if (legendaryPull == 7)
            {
                GunPulled ColtOcto = new GunPulled("TopNotch", "Doom Series Shotgun", "Hell Shotgun", 27, 4, 84, 5, 5);
                Gun = ColtOcto;
            }
            else if (legendaryPull == 8)
            {
                GunPulled PlasmaCannon = new GunPulled("TopNotch", "Doom Series Cannon", "Plasma Cannon", 45, 1, 81, 10, 2);
                Gun = PlasmaCannon;
            }
            else if (legendaryPull == 9)
            {
                GunPulled BigGun = new GunPulled("BoomCo", "RPG", "Big Gun", 70, .1, 45, 11, 2);
                Gun = BigGun;
            }
            else if (legendaryPull == 10)
            {
                GunPulled RocketGun = new GunPulled("BoomCo", "Pistol", "Rocket Gun", 20, 6, 77, 7, 4);
                Gun = RocketGun;
            }
            else if (legendaryPull == 11)
            {
                GunPulled MRE = new GunPulled("BoomCo", "RPG", "Missile Rocket Explosioneer", 105, .0001, 95, 20, 2);
                Gun = MRE;
            }
            else if (legendaryPull == 12)
            {
                GunPulled DeathActivist = new GunPulled("JelTech", "Assault Rifle", "Death Activist", 9, 12, 88, 17, 4);
                Gun = DeathActivist;
            }
            else if (legendaryPull == 13)
            {
                GunPulled CrossFire = new GunPulled("Inum", "SMG", "CrossFire!", 4, 77, 50, 10, 12);
                Gun = CrossFire;
            }
            else if (legendaryPull == 14)
            {
                GunPulled Pepsifier = new GunPulled("PepsiCo", "Pistol", "Pepsifier", 1, 1000, 99, 2, 1000);
                Gun = Pepsifier;
            }
            else if (legendaryPull == 15)
            {
                GunPulled DigiHom = new GunPulled("STUDIO Homicide", "Pistol", "Digital Suicide", 3, 5, 83, 50, 666);
                Gun = DigiHom;
            }
            else if (legendaryPull == 16)
            {
                GunPulled DigiHom = new GunPulled("JelTech", "Assault Rifle", "Polybius", 21, 7, 80, 3, 10);
                Gun = DigiHom;
            }
            else if (legendaryPull == 17)
            {
                GunPulled DigiHom = new GunPulled("MarsWares", "Pistol", "Treasure Master", 6, 14, 78, 25, 25);
                Gun = DigiHom;
            }
            else if (legendaryPull == 18)
            {
                GunPulled SHS = new GunPulled("TopNotch", "SMG", "Super Hyper Scanner", 5, 65, 83, 15, 12);
                Gun = SHS;
            }
            else if (legendaryPull == 19)
            {
                GunPulled ALF = new GunPulled("Ultra", "SMG", "Alpha Loop Fighter", 10, 25, 87, 3, 6);
                Gun = ALF;
            }
            else if (legendaryPull == 20)
            {
                GunPulled BigRig = new GunPulled("JelTech", "Melee", "Biggest Rig", 46, 1, 83, 3, 66);
                Gun = BigRig;
            }
            else if (legendaryPull == 21)
            {
                GunPulled BubbleWand = new GunPulled("MarsWares", "Melee", "Bubble Wand", 3, 1, 25, 75, 1000);
                Gun = BubbleWand;
            }
            else if (legendaryPull == 22)
            {
                GunPulled DigiHom = new GunPulled("MarsWares", "Pistol", "Plankton's Chum Ray", 21, 12, 83, 15, 7);
                Gun = DigiHom;
            }
            else if (legendaryPull == 23)
            {
                GunPulled SSOL = new GunPulled("Ultra", "Melee", "Supreme Lance Of Light", 40, 1, 87, 20, 2);
                Gun = SSOL;
            }
            else if (legendaryPull == 24)
            {
                GunPulled WOG = new GunPulled("CDI Incorporated", "Melee", "Wand of Gamelon", 14, 1, 50, 50, 9);
                Gun = WOG;
            }
            else if (legendaryPull == 25)
            {
                GunPulled BOK = new GunPulled("CDI Incorporated", "Melee", "Book of Koridai", 1, 1, 1, 100, 9999);
                Gun = BOK;
            }
            else if (legendaryPull == 26)
            {
                GunPulled MasterChu = new GunPulled("Inum", "Assault Rifle", "Master Chu", 25, 5, 80, 5, 2);
                Gun = MasterChu;
            }
            else if (legendaryPull == 27)
            {
                GunPulled Bimmy = new GunPulled("MarsWares", "Pistol", "Bimmy Device", 9, 22, 67, 10, 3);
                Gun = Bimmy;
            }
            else if (legendaryPull == 28)
            {
                GunPulled Jimmy = new GunPulled("MarsWares", "Pistol", "Jimmy Device", 10, 21, 70, 5, 6);
                Gun = Jimmy;
            }
            else if (legendaryPull == 29)
            {
                GunPulled Freedom = new GunPulled("JelTech", "Shotgun", "Freedom", 13, 50, 50, 50, 2);
                Gun = Freedom;
            }
            else if (legendaryPull == 30)
            {
                GunPulled GalaxyRevolver = new GunPulled("TopNotch", "Galaxy Series - Pistol", "Galaxy Revolver", 23, 6, 98, 25, 3);
                Gun = GalaxyRevolver;
            }
            else if (legendaryPull == 31)
            {
                GunPulled GalaxyBoomStick = new GunPulled("TopNotch", "Galaxy Series - Shotgun", "Galaxy BoomStick", 36, 2, 97, 35, 2);
                Gun = GalaxyBoomStick;
            }
            else if (legendaryPull == 32)
            {
                GunPulled GalaxyAR = new GunPulled("TopNotch", "Galaxy Series - Assault Rifle", "Galaxy AR", 10, 13, 97, 20, 3);
                Gun = GalaxyAR;
            }
            else if (legendaryPull == 33)
            {
                GunPulled GalaxyLauncher = new GunPulled("TopNotch", "Galaxy Series - RPG", "Galaxy Launcher", 42, 1, 95, 45, 6);
                Gun = GalaxyLauncher;
            }
            else if (legendaryPull == 34)
            {
                GunPulled GalaxySMG = new GunPulled("TopNotch", "Galaxy Series - SMG", "Galaxy SMG", 8, 24, 98, 15, 4);
                Gun = GalaxySMG;
            }
            else if (legendaryPull == 35)
            {
                GunPulled ManRay = new GunPulled("Ultra", "Laser Ray Series", "Man Ray", 2, 999, 45, 50, 2);
                Gun = ManRay;
            }
            else if (legendaryPull == 36)
            {
                GunPulled UDDER = new GunPulled("ULTIMATE", "ULTIMATE Single - Shotgun", "Ultimate Death Device Enticer Revamped - UDDER", 1, 10, 2, 100, 99999);
                Gun = UDDER;
            }
            else if (legendaryPull == 37)
            {
                GunPulled DMO = new GunPulled("ULTIMATE", "ULTIMATE Single - RPG", "Death Machina Omega - Alpha Version", 999, 1, 50, 95, 0);
                Gun = DMO;
            }
            else if (legendaryPull == 38)
            {
                GunPulled Bloxor = new GunPulled("Inum", "Assault Rifle", "Bloxor", 21, 6, 87, 10, 2);
                Gun = Bloxor;
            }
            else if (legendaryPull == 39)
            {
                GunPulled ChainsawRifle = new GunPulled("MarsWares", "Chainsaw Rifle", "Lancer", 12, 22, 86, 1, 2);
                Gun = ChainsawRifle;
            }
            else if (legendaryPull == 40)
            {
                GunPulled KinglyHook = new GunPulled("Ultra", "Melee", "Kingly Hook", 65, .0001, 90, 1, 20);
                Gun = KinglyHook;
            }
            else if (legendaryPull == 41)
            {
                GunPulled GlitchGun = new GunPulled("Binary Systems", "P1st01", "Gl1tch Gun", 10, 10, 32, 32, 101);
                Gun = GlitchGun;
            }
            else if (legendaryPull == 42)
            {
                GunPulled GlitchGun2 = new GunPulled("Binary Systems", "Assault R1fle", "Gl1tch Gun Version 000010", 25, 2, 86, 32, 4);
                Gun = GlitchGun2;
            }
            else if (legendaryPull == 43)
            {
                GunPulled GlitchGun3 = new GunPulled("Binary Systems", "Sh0tgun", "Gl1tch Gun Vers1on 000011", 32, 1, 86, 32, 4);
                Gun = GlitchGun3;
            }
            else if (legendaryPull == 44)
            {
                GunPulled GlitchBoom = new GunPulled("Binary Systems", "RPG", "Gl1tch B00m", 50, 2, 101, 15, 5);
                Gun = GlitchBoom;
            }
            else if (legendaryPull == 45)
            {
                GunPulled MeatWagon = new GunPulled("Unknown Brand", "Minigun", "Meat Wagon", 11, 202, 44, 2, 4);
                Gun = MeatWagon;
            }
            else if (legendaryPull == 46)
            {
                GunPulled TheApple = new GunPulled("JelTech", "Launcher", "The Apple", 37, 2, 70, 5, 5);
                Gun = TheApple;
            }
            else if (legendaryPull == 47)
            {
                GunPulled PeaShooter = new GunPulled("JelTech", "Pistol", "The Pea Shooter", 12, 17, 100, 3, 3);
                Gun = PeaShooter;
            }
            else if (legendaryPull == 48)
            {
                GunPulled MasterCrossbow = new GunPulled("Inum", "Crossbow", "Master Crossbow", 24, 1, 75, 40, 3);
                Gun = MasterCrossbow;
            }
            else if (legendaryPull == 49)
            {
                GunPulled CriticalCrossbow = new GunPulled("Inum", "Crossbow", "Critical Crossbow", 13, 3, 75, 95, 5);
                Gun = CriticalCrossbow;
            }
            else if (legendaryPull == 50)
            {
                GunPulled RapidCrossbow = new GunPulled("Inum", "Crossbow", "Rapid Crossbow", 5, 65, 50, 25, 2);
                Gun = RapidCrossbow;
            }
            else if (legendaryPull == 51)
            {
                GunPulled CriticalConferenceCall = new GunPulled("TopNotch", "Shotgun", "Critical Conference Call", 24, 8, 84, 20, 4);
                Gun = CriticalConferenceCall;
            }
            else if (legendaryPull == 52)
            {
                GunPulled GaussRifle = new GunPulled("Ultra", "Rifle", "Gauss Rifle", 40, 2, 90, 80, 2);
                Gun = GaussRifle;
            }
            else if (legendaryPull == 53)
            {
                GunPulled Maria = new GunPulled("MarsWares", "Pistol", "Maria", 16, 13, 82, 8, 3);
                Gun = Maria;
            }
            else if (legendaryPull == 54)
            {
                GunPulled Supernova = new GunPulled("BoomCo", "RPG", "Supernova", 65, 1, 95, 50, 2);
                Gun = Supernova;
            }
            else if (legendaryPull == 55)
            {
                GunPulled Hypernova = new GunPulled("BoomCo", "RPG", "Hypernova", 95, .01, 90, 10, 3);
                Gun = Hypernova;
            }
            else if (legendaryPull == 56)
            {
                GunPulled Nova = new GunPulled("BoomCo", "RPG", "Nova", 48, 3, 97, 25, 2);
                Gun = Nova;
            }
            else if (legendaryPull == 57)
            {
                GunPulled KitchenGun = new GunPulled("Baum LTD", "Pistol", "Kitchen Gun!", 10, 3, 95, 52, 15);
                Gun = KitchenGun;
            }
            else if (legendaryPull == 58)
            {
                GunPulled GalacticConsequences = new GunPulled("Unknown Brand", "RPG", "Galactic Consequences", 30, 10, 75, 60, 2);
                Gun = GalacticConsequences;
            }
            else if (legendaryPull == 59)
            {
                GunPulled DeadlySins = new GunPulled("Ultra", "Pistol", "7 Sins", 7, 7, 100, 95, 7);
                Gun = DeadlySins;
            }
            else if (legendaryPull == 60)
            {
                GunPulled Plague = new GunPulled("JelTech", "Shotgun", "Plague", 4, 300, 80, 1, 2);
                Gun = Plague;
            }
            else if (legendaryPull == 61)
            {
                GunPulled DPFD = new GunPulled("Ultra", "Laser Ray Series", "Directed Particle Fusion Device", 200, .000000001, 5, 100, 500);
                Gun = DPFD;
            }
            else if (legendaryPull == 62)
            {
                GunPulled Stardust = new GunPulled("JelTech", "Assault Rifle", "Stardust", 15, 8, 85, 10, 2);
                Gun = Stardust;
            }
            else if (legendaryPull == 63)
            {
                GunPulled Darkspawn = new GunPulled("Inum", "SMG", "Darkspawn", 12, 20, 80, 5, 5);
                Gun = Darkspawn;
            }
            else if (legendaryPull == 64)
            {
                GunPulled Nebulae = new GunPulled("TopNotch", "SMG", "Nebulae", 10, 15, 75, 30, 5);
                Gun = Nebulae;
            }
            else if (legendaryPull == 65)
            {
                GunPulled BlackHole = new GunPulled("TopNotch", "Shotgun", "Black Hole", 80, 3, 50, 15, 0);
                Gun = BlackHole;
            }
            else if (legendaryPull == 66)
            {
                GunPulled SpaceTime = new GunPulled("Inum", "SMG", "Space-Time", 5, 100, 80, 90, 5);
                Gun = SpaceTime;
            }
            else if (legendaryPull == 67)
            {
                GunPulled Revolution = new GunPulled("MarsWares", "Assault Rifle", "Revolution", 11, 23, 60, 4, 2);
                Gun = Revolution;
            }
            else if (legendaryPull == 68)
            {
                GunPulled SmartShopper = new GunPulled("S-Mart", "Boomstick", "The Smart Shopper", 53, 2, 80, 4, 5);
                Gun = SmartShopper;
            }
            else if (legendaryPull == 69)
            {
                GunPulled NuclearOption = new GunPulled("BoomCo", "MiniNuker", "The Nuclear Option", 90, .0001, 99, 100, 2);
                Gun = NuclearOption;
            }
            else if (legendaryPull == 70)
            {
                GunPulled DynaSpatula = new GunPulled("JelTech", "Melee", "Hydro-Dynamic Spatula with Port and Starboard Attachments and TurboDrive", 9, 27, 91, 3, 2);
                Gun = DynaSpatula;
            }


            Gun.weaponDam *= (Gun.weaponDam * newPlayer.level);


            return(Gun);
        }
        public static armor PullLegendaryArmor(player newPlayer)
        {
            armor  Armor    = new armor();
            Random rand     = new Random();
            int    armorRNG = rand.Next(20);

            if (armorRNG == 0)
            {
                //Chance to reflect bullets, nothing
                armor PowerArmor = new armor("T51-B Power Armor", "Reflect", 6, 1, 130);
                Armor = PowerArmor;
            }
            else if (armorRNG == 1)
            {
                //Critical percent, critical multiplier
                armor ShadowShroud = new armor("Shadow Shroud", "Critical Boost", 5, 1, 25);
                Armor = ShadowShroud;
            }
            else if (armorRNG == 2)
            {
                //RPG Damage, RPG Accuracy
                armor Astro = new armor("The Astro", "RPG Specialist", 10, 5, 45);
                Armor = Astro;
            }
            else if (armorRNG == 3)
            {
                //Pistol damage, pistol accuracy
                armor Cowboy = new armor("The Cowboy", "Pistol Specialist", 4, 10, 35);
                Armor = Cowboy;
            }
            else if (armorRNG == 4)
            {
                //Shotgun damage, shotgun accuracy
                armor Enforcer = new armor("The Enforcer", "Shotgun Specialist", 6, 4, 30);
                Armor = Enforcer;
            }
            else if (armorRNG == 5)
            {
                //Assault Rifle damage, accuracy
                armor Mercenary = new armor("The Mercenary", "Assault Rifle Specialist", 3, 3, 40);
                Armor = Mercenary;
            }
            else if (armorRNG == 6)
            {
                //SMG damage, SMG Accuracy
                armor Mobster = new armor("The Mobster", "SMG Specialist", 2, 4, 45);
                Armor = Mobster;
            }
            else if (armorRNG == 7)
            {
                //Melee Damage, melee accuracy
                armor Gladiator = new armor("The Gladiator", "Melee Specialist", 8, 3, 55);
                Armor = Gladiator;
            }
            else if (armorRNG == 8)
            {
                armor MartianSpaceSuit = new armor("Martian Space Suit", "Laser Specialist", 8, 25, 45);
                Armor = MartianSpaceSuit;
            }
            else if (armorRNG == 9)
            {
                armor MirrorGear = new armor("Mirror Gear", "Reflect", 12, 1, 120);
                Armor = MirrorGear;
            }
            else if (armorRNG == 10)
            {
                armor MasterSet = new armor("Master Set", "Universal Specialist", 2, 2, 35);
                Armor = MasterSet;
            }
            else if (armorRNG == 11)
            {
                armor NovaArmor = new armor("Nova Armor", "Stun", 15, 1, 95);
                Armor = NovaArmor;
            }
            else if (armorRNG == 12)
            {
                armor HellArmor = new armor("Hell Armor", "Damage Boost", 3, 1, 125);
                Armor = HellArmor;
            }
            else if (armorRNG == 13)
            {
                armor SniperOutfit = new armor("Sniper's Outfit", "Accuracy Boost", 15, 1, 110);
                Armor = SniperOutfit;
            }
            else if (armorRNG == 14)
            {
                armor TitanArmor = new armor("Titan Armor", "", 1, 1, 185);
                Armor = TitanArmor;
            }



            return(Armor);
        }
Exemple #6
0
        public static bool combat(enemy Enemy, player newPlayer, int numberOfEnemies)
        {
            partyMembers member = new partyMembers();



            int  drinksUsed = 0;
            bool enemyAisAlive = true, enemyBisAlive = true, enemyCisAlive = true, enemyDisAlive = true;

            int[]  enemyHPArray = new int[numberOfEnemies];
            bool[] enemyIsAlive = new bool[numberOfEnemies];
            for (int i = 0; i < numberOfEnemies; i++)
            {
                enemyHPArray[i] = GetEnemyStats.GetEnemyHP(Enemy.hp, newPlayer.level);
                enemyIsAlive[i] = true;
            }
            int enemyDam     = GetEnemyStats.GetEnemyDam(Enemy.damage, newPlayer.level);
            int enemyDefense = Enemy.defense;
            //  enemyHP = GetEnemyStats.GetEnemyHP(enemyHP, level);

            int    playerDefense = newPlayer.armorEquipped.defense;
            int    timesFired;
            Random rand        = new Random();
            int    damageDealt = (int)Math.Round(newPlayer.gunEquip.weaponDam);

            bool battleOver = false;

            Console.WriteLine("You are approached by a " + Enemy.name + ". It seems like you aren't getting out of this without a fight!");
            Console.WriteLine(newPlayer.health);
            while (!battleOver)
            {
                int bonusDam         = 0;
                int bonusAcc         = 0;
                int bonusCritPercent = 0;
                int bonusCritMult    = 0;
                int bonusReflect     = 0;
                //checks to see if the player is dead
                if (newPlayer.currentHP <= 0)
                {
                    battleOver = true;
                    continue;
                }
                bool cancel = false;
                while (!cancel)
                {
                    playerDefense = newPlayer.armorEquipped.defense;
                    enemyDefense  = Enemy.defense;
                    Console.WriteLine("|===========================|");
                    Console.WriteLine("|  (F)ire        (E)quipped |");
                    Console.WriteLine("|                           |");
                    Console.WriteLine("|  (D)efend       (S)witch  |");
                    Console.WriteLine("|                           |");
                    Console.WriteLine("|          (H)eal           |");
                    Console.WriteLine("|===========================|");
                    string action = "";
                    while (action == "")
                    {
                        action = Console.ReadLine();
                    }
                    action = action.ToLower();
                    char actionChar = action[0];
                    if (actionChar == 'f')
                    {
                        int target = 0;
                        while (true)
                        {
                            //checks to see if the player has any of these armors equipped
                            if (newPlayer.armorEquipped.effect == "RPG Specialist" && newPlayer.gunEquip.weaponType == "RPG")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Pistol Specialist" && newPlayer.gunEquip.weaponType == "Pistol")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Shotgun Specialist" && newPlayer.gunEquip.weaponType == "Shotgun")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "SMG Specialist" && newPlayer.gunEquip.weaponType == "SMG")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Assault Rifle Specialist" && newPlayer.gunEquip.weaponType == "Assault Rifle")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Melee Specialist" && newPlayer.gunEquip.weaponType == "Melee")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Laser Specialist" && newPlayer.gunEquip.weaponType == "Laser Ray Series")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Universal Specialist")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                                bonusAcc = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Critical Boost")
                            {
                                bonusCritPercent = newPlayer.armorEquipped.bonus1;
                                bonusCritMult    = newPlayer.armorEquipped.bonus2;
                            }
                            else if (newPlayer.armorEquipped.effect == "Reflect")
                            {
                                bonusReflect = newPlayer.armorEquipped.bonus1;
                            }
                            else if (newPlayer.armorEquipped.effect == "Damage Boost")
                            {
                                bonusDam = newPlayer.armorEquipped.bonus1;
                            }
                            else if (newPlayer.armorEquipped.effect == "Accuracy Boost")
                            {
                                bonusAcc = newPlayer.armorEquipped.bonus1;
                            }


                            //Negative side effects of drinking too much Ultra Smart
                            if (drinksUsed <= 1)
                            {
                            }
                            else if (drinksUsed <= 2)
                            {
                                Console.WriteLine("You start to feel a little shaky. It's probably fine, though.");
                                bonusAcc -= 2;
                            }
                            else if (drinksUsed <= 3)
                            {
                                Console.WriteLine("You are feeling very shaky.");
                                bonusAcc -= 8;
                            }
                            else if (drinksUsed <= 4)
                            {
                                Console.WriteLine("You should stop with the Ultra Smarts, you don't look so good.");
                                bonusAcc -= 20;
                            }
                            else if (drinksUsed <= 5)
                            {
                                Console.WriteLine("You begin to hallucinate. The skies are green and the ocean is... wait, since when has there been an ocean on mars?");
                                bonusAcc -= 40;
                            }
                            else if (drinksUsed <= 6)
                            {
                                Console.WriteLine("Your skin looks very green, and you see stuff coming out of your mouth as you fall to the ground.");
                                Console.WriteLine("You died.");
                                battleOver = true;
                                continue;
                            }



                            Console.WriteLine("Attack who:");
                            for (int i = 0; i < numberOfEnemies; i++)
                            {
                                if (enemyIsAlive[i])
                                {
                                    Console.WriteLine(Enemy.name + " " + (char)('A' + i));
                                }
                            }
                            string whoToAttack = Console.ReadLine();
                            //These ifs tell the program who to attack/subtract health from
                            if (whoToAttack.ToUpper() == "A")
                            {
                                break;
                            }
                            else if (whoToAttack.ToUpper() == "B" && numberOfEnemies >= 2)
                            {
                                target = 1;
                                break;
                            }
                            else if (whoToAttack.ToUpper() == "C" && numberOfEnemies >= 2)
                            {
                                target = 2;
                                break;
                            }
                            else if (whoToAttack.ToUpper() == "D" && numberOfEnemies >= 2)
                            {
                                target = 3;
                                break;
                            }
                            else
                            {
                                Console.WriteLine("Please enter a valid input.");
                            }
                        }

                        Console.WriteLine("You prepare to start attacking: ");
                        if (newPlayer.gunEquip.weaponFR >= 4)
                        {
                            timesFired = rand.Next(1, (int)Math.Round(newPlayer.gunEquip.weaponFR) + 1);
                        }
                        else if (newPlayer.gunEquip.weaponFR >= 2)
                        {
                            timesFired = rand.Next(1, (int)Math.Round(newPlayer.gunEquip.weaponFR));
                        }
                        else if (newPlayer.gunEquip.weaponFR >= 1)
                        {
                            timesFired = rand.Next(0, (int)Math.Round(newPlayer.gunEquip.weaponFR) + 2);
                        }
                        else
                        {
                            int chanceToFire = rand.Next(0, 10);
                            if (chanceToFire >= 6)
                            {
                                timesFired = 1;
                            }
                            else
                            {
                                timesFired = 0;
                            }
                        }

                        if (timesFired == 0)
                        {
                            Console.WriteLine("You were too slow, and you missed your turn.");
                        }

                        int total = 0;
                        for (int a = 1; a <= timesFired; a++)
                        {
                            damageDealt = (int)Math.Round(newPlayer.gunEquip.weaponDam);
                            int damageMinusDefense = (int)((double)damageDealt * (100.0 / (100 + enemyDefense)));
                            int accPercent         = rand.Next(1, 100);

                            if (accPercent + bonusAcc <= newPlayer.gunEquip.weaponAcc)
                            {
                                int critChance = rand.Next(1, 100);
                                if (critChance <= newPlayer.gunEquip.weaponCritPercent + bonusCritPercent)
                                {
                                    damageDealt *= newPlayer.gunEquip.weaponCritMultiplier;
                                    Console.WriteLine("Critical Hit! " + damageMinusDefense * newPlayer.gunEquip.weaponCritMultiplier + " damage dealt!");
                                    total += damageMinusDefense * newPlayer.gunEquip.weaponCritMultiplier + bonusCritMult;
                                }
                                else
                                {
                                    Console.WriteLine(damageMinusDefense + " damage dealt.");
                                    total += damageMinusDefense;
                                }


                                enemyHPArray[target] = GetEnemyStats.CalculateDamageTakenEnemy(damageDealt + bonusDam, enemyDefense, enemyHPArray[target]);
                            }
                            else
                            {
                                Console.WriteLine("You missed!");
                            }
                        }
                        Console.WriteLine("You dealt a total of " + total + " damage.");
                        Console.WriteLine("The " + Enemy.name + " " + (char)('A' + target) + " has " + enemyHPArray[target] + " left.");
                        if (enemyHPArray[target] <= 0)
                        {
                            if (target == 0)
                            {
                                enemyAisAlive        = false;
                                enemyIsAlive[target] = false;
                            }
                            else if (target == 1)
                            {
                                enemyBisAlive        = false;
                                enemyIsAlive[target] = false;
                            }
                            else if (target == 2)
                            {
                                enemyCisAlive        = false;
                                enemyIsAlive[target] = false;
                            }
                            else if (target == 3)
                            {
                                enemyDisAlive        = false;
                                enemyIsAlive[target] = false;
                            }
                        }
                        cancel = true;
                    }
                    else if (actionChar == 'd')
                    {
                        playerDefense *= 2;
                        Console.WriteLine("You defend. You have two times as much defense this turn!");
                        cancel = true;
                    }
                    else if (actionChar == 'e')
                    {
                        GetWeaponStats.ShowWeaponStats(newPlayer.gunEquip);
                        ArmorStats.ShowArmorStats(newPlayer.armorEquipped);
                    }
                    else if (actionChar == 's')
                    {
                        if (newPlayer.gunEquip.Equals(newPlayer.gunPrimary))
                        {
                            newPlayer.gunEquip = newPlayer.gunSecondary;
                            Console.WriteLine("You switched over to your secondary weapon.");
                        }
                        else
                        {
                            newPlayer.gunEquip = newPlayer.gunPrimary;
                            Console.WriteLine("You switched over to your primary weapon.");
                        }
                        cancel = true;
                    }
                    else if (actionChar == 'h')
                    {
                        if (newPlayer.ultraSmartDrinks >= 1)
                        {
                            Console.WriteLine("You drink an Ultra Smart drink!\nYou feel great!");
                            newPlayer.currentHP += newPlayer.health / 2;
                            if (newPlayer.currentHP >= newPlayer.health)
                            {
                                newPlayer.currentHP = newPlayer.health;
                            }
                            Console.WriteLine("You gain " + (int)(newPlayer.health / 2) + " hp and you currently have " + newPlayer.currentHP + " health left!");
                            newPlayer.ultraSmartDrinks--;
                            drinksUsed++;
                            cancel = true;
                        }
                        else
                        {
                            Console.WriteLine("Out of healing items!");
                        }
                    }
                    Console.ReadLine();
                    Console.Clear();
                }


                //restore enemy defense to original value
                enemyDefense = Enemy.defense;



                //Checks to see if the enemy is dead
                if (numberOfEnemies == 1 && !enemyAisAlive)
                {
                    battleOver = true;
                    Console.WriteLine("The " + Enemy.name + " is defeated.");
                    newPlayer.xp += GetEnemyStats.GetEnemyHP(Enemy.hp, newPlayer.level) * numberOfEnemies;
                    GetPlayerStats.LevelTracker(newPlayer);
                    LootDrops.GetWeapon(newPlayer);
                    LootDrops.GetArmor(newPlayer);
                    continue;
                }
                else if (numberOfEnemies == 2 && !enemyAisAlive && !enemyBisAlive)
                {
                    battleOver = true;
                    Console.WriteLine("The " + Enemy.name + "s are defeated.");
                    newPlayer.xp += GetEnemyStats.GetEnemyHP(Enemy.hp, newPlayer.level) * numberOfEnemies;
                    GetPlayerStats.LevelTracker(newPlayer);
                    LootDrops.GetWeapon(newPlayer);
                    LootDrops.GetArmor(newPlayer);
                    continue;
                }
                else if (numberOfEnemies == 3 && !enemyAisAlive && !enemyBisAlive && !enemyCisAlive)
                {
                    battleOver = true;
                    Console.WriteLine("The " + Enemy.name + "s are defeated.");
                    newPlayer.xp += GetEnemyStats.GetEnemyHP(Enemy.hp, newPlayer.level) * numberOfEnemies;
                    GetPlayerStats.LevelTracker(newPlayer);
                    LootDrops.GetWeapon(newPlayer);
                    LootDrops.GetArmor(newPlayer);
                    continue;
                }
                else if (numberOfEnemies == 4 && !enemyAisAlive && !enemyBisAlive && !enemyCisAlive && !enemyDisAlive)
                {
                    battleOver = true;
                    Console.WriteLine("The " + Enemy.name + "s are defeated.");
                    newPlayer.xp += GetEnemyStats.GetEnemyHP(Enemy.hp, newPlayer.level) * numberOfEnemies;
                    GetPlayerStats.LevelTracker(newPlayer);
                    LootDrops.GetWeapon(newPlayer);
                    LootDrops.GetArmor(newPlayer);

                    continue;
                }


                //If stu is in the party he may toss a flash grenade
                if (member.Stu.inParty)
                {
                    int chanceToStun = rand.Next(1, 100);
                    if (chanceToStun <= 2)
                    {
                        Console.WriteLine("Stu busted out into prayer and tossed in a holy hand grenade!");
                        Console.WriteLine("STU: 1... 2... 3!");
                        Console.ReadLine();
                        Console.WriteLine("HALLELUJAH!");
                        Console.WriteLine("Each enemy takes " + (5000 * newPlayer.level) + " damage!");
                        Console.ReadLine();
                        for (int i = 0; i < numberOfEnemies; i++)
                        {
                            enemyHPArray[i] -= 5000 * newPlayer.level;
                            Console.WriteLine("The " + Enemy.name + " " + (char)('A' + i) + " has " + enemyHPArray[i] + " health left.");
                            if (enemyHPArray[i] <= 0)
                            {
                                if (i == 0)
                                {
                                    enemyAisAlive   = false;
                                    enemyIsAlive[i] = false;
                                }
                                else if (i == 1)
                                {
                                    enemyBisAlive   = false;
                                    enemyIsAlive[i] = false;
                                }
                                else if (i == 2)
                                {
                                    enemyCisAlive   = false;
                                    enemyIsAlive[i] = false;
                                }
                                else if (i == 3)
                                {
                                    enemyDisAlive   = false;
                                    enemyIsAlive[i] = false;
                                }
                            }

                            Console.ReadLine();
                            Console.WriteLine("The holy hand grenade causes the enemy to miss their turn!");
                            Console.ReadLine();
                        }

                        Console.ReadLine();
                        Console.Clear();
                        continue;
                    }
                    else if (chanceToStun <= 20)
                    {
                        Console.WriteLine("Stu tossed a flash grenade at the opponent, causing them to miss their turn!");
                        Console.ReadLine();
                        Console.Clear();
                        continue;
                    }
                }


                //Chance for sai to heal you if he's in the party
                if (member.Sai.inParty)
                {
                    int saiRNG = rand.Next(1, 100);
                    if (saiRNG <= 3)
                    {
                        Console.WriteLine("Sai pulls out his medkit and pulls out a hardening spray!");
                        Console.WriteLine("Sai sprays you down, healing you to full health and massively increasing your defense for this turn!");
                        newPlayer.currentHP = newPlayer.health;
                        Console.WriteLine("You have " + newPlayer.currentHP + " health!");
                    }
                    else if (saiRNG <= 15)
                    {
                        Console.WriteLine("Sai pulls out a medkit and quickly sprays down some of your wounds with some MediSpray!");
                        newPlayer.currentHP += (int)(newPlayer.health / 2);
                        if (newPlayer.currentHP >= newPlayer.health)
                        {
                            newPlayer.currentHP = newPlayer.health;
                        }
                        Console.WriteLine("You gain " + (int)(newPlayer.health / 2) + " hp and you currently have " + newPlayer.currentHP + " health left!");
                    }
                    Console.ReadLine();
                    Console.Clear();
                }

                if (newPlayer.armorEquipped.effect == "Stun")
                {
                    int rng = rand.Next(1, 100);
                    if (rng <= newPlayer.armorEquipped.bonus1)
                    {
                        Console.WriteLine("Your armor shone brightly, stunning all enemies.\nThey miss their turn.");
                        Console.ReadLine();
                        Console.Clear();
                        continue;
                    }
                }



                for (int i = 0; i < numberOfEnemies; i++)
                {
                    if (enemyIsAlive[i])
                    {
                        int enemyAction = rand.Next(1, 100);
                        Console.WriteLine("The " + Enemy.name + " " + (char)('A' + i) + " prepares to attack: ");
                        if (enemyAction <= 5)
                        {
                            enemyDefense *= 2;
                            Console.WriteLine("But instead chooses to defend.");
                            Console.WriteLine("The enemy's defense is doubled this turn!");
                        }
                        else
                        {
                            int enemyAcc        = rand.Next(1, 100);
                            int timesFiredEnemy = 0;
                            timesFiredEnemy = rand.Next(0, Enemy.fireRate + 1);

                            if (timesFiredEnemy == 0)
                            {
                                Console.WriteLine("The enemy was too slow, and missed its turn.");
                            }


                            int total = 0;

                            for (int a = 1; a <= timesFiredEnemy; a++)
                            {
                                damageDealt = enemyDam;
                                int enemyDamageMinusDefense = (int)((double)damageDealt * (100.0 / (100 + playerDefense)));
                                int accPercent = rand.Next(1, 100);

                                if (accPercent <= Enemy.acc)
                                {
                                    int critChance = rand.Next(1, 100);
                                    if (critChance <= Enemy.critPercent)
                                    {
                                        damageDealt *= Enemy.critMultiplier;
                                        Console.WriteLine("Critical Hit! " + (int)(enemyDamageMinusDefense * Enemy.critMultiplier) + " damage was taken!");
                                        total += enemyDamageMinusDefense * Enemy.critMultiplier;
                                    }
                                    else
                                    {
                                        Console.WriteLine(enemyDamageMinusDefense + " damage received.");
                                        total += enemyDamageMinusDefense;
                                    }
                                    int chanceToReflect = rand.Next(1, 100);
                                    if (newPlayer.armorEquipped.effect == "Reflect" && chanceToReflect <= bonusReflect)
                                    {
                                        Console.WriteLine("But wait! Your armor reflected the bullet, and the enemy took all the damage!");
                                        enemyHPArray[i] = GetEnemyStats.CalculateDamageTakenEnemy(damageDealt, enemyDefense, enemyHPArray[i]);
                                    }
                                    else
                                    {
                                        newPlayer.currentHP = GetPlayerStats.CalculateDamageTakenPlayer(damageDealt, playerDefense, newPlayer.currentHP);
                                    }
                                }
                                else
                                {
                                    Console.WriteLine("The " + Enemy.name + " missed!");
                                }
                            }
                            Console.WriteLine("You received a total of " + total + " damage.");
                            Console.WriteLine("You have " + newPlayer.currentHP + " left.");
                        }
                    }


                    Console.ReadLine();
                    Console.Clear();
                }
            }


            return(false);
        }
Exemple #7
0
        public static armor GetEffects(player newPlayer, armor newArmor)
        {
            Random rand = new Random();

            if ((newArmor.defense <= 4 + newPlayer.level && newPlayer.level <= 25) || (newArmor.defense <= newPlayer.level - 10 && (newPlayer.level <= 50 && newPlayer.level > 25)) || (newArmor.defense <= newPlayer.level - 25 && newPlayer.level > 50))
            {
                if (newPlayer.level <= 10)
                {
                    newArmor.defense = rand.Next(1, 10);
                }
                else if (newPlayer.level <= 15)
                {
                    newArmor.defense = rand.Next(2, 20);
                }
                else if (newPlayer.level <= 20)
                {
                    newArmor.defense = rand.Next(3, 30);
                }
                else if (newPlayer.level <= 25)
                {
                    newArmor.defense = rand.Next(5, 40);
                }
                else if (newPlayer.level <= 35)
                {
                    newArmor.defense = rand.Next(10, 50);
                }
                else if (newPlayer.level <= 45)
                {
                    newArmor.defense = rand.Next(15, 65);
                }
                else if (newPlayer.level <= 60)
                {
                    newArmor.defense = rand.Next(15, 75);
                }
                else if (newPlayer.level <= 80)
                {
                    newArmor.defense = rand.Next(15, 100);
                }
                else if (newPlayer.level <= 100)
                {
                    newArmor.defense = rand.Next(20, 140);
                }
                else
                {
                    newArmor.defense = rand.Next(25, 150);
                }

                int rng = rand.Next(0, 3);
                if (rng == 0)
                {
                    newArmor.effect = "Reflect";
                    newArmor.bonus1 = rand.Next(3, 7);
                    newArmor.bonus2 = 1;
                }
                else if (rng == 1)
                {
                    newArmor.effect = "Stun";
                    newArmor.bonus1 = rand.Next(4, 8);
                    newArmor.bonus2 = 1;
                }
                else if (rng == 1)
                {
                    newArmor.effect = "Damage Boost";
                    newArmor.bonus1 = rand.Next(1, 2);
                    newArmor.bonus2 = 0;
                }
                else if (rng == 2)
                {
                    newArmor.effect = "Accuracy Boost";
                    newArmor.bonus1 = rand.Next(3, 6);
                    newArmor.bonus2 = 0;
                }
            }
            else
            {
                newArmor.effect = "";
                newArmor.bonus1 = 0;
                newArmor.bonus2 = 0;
            }



            return(newArmor);
        }
Exemple #8
0
        public static void chapterOne(player newPlayer)
        {
            partyMembers member  = new partyMembers();
            bool         isAlive = true;
            enemies      Enemy   = new enemies();

            Console.WriteLine("A pale blue dot in a sun beam.");
            Console.WriteLine("A cold, red planet millions of miles away.");
            Console.WriteLine("A young boy is looking towards the pale blue dot. He can just barely glimpse it through Mars' nonexistent atmosphere.");
            Console.WriteLine("Little does it matter. Life is a fickle thing. One second its there, one second its ceases to be.");
            Console.WriteLine("Same goes for the pale blue dot. As the dot fades into obscurity, tears fall in remembrance of what once was, and what now remains.");
            Console.WriteLine("Where once was life now remains darkness. Its almost as if nothing ever existed there at all.");
            Console.WriteLine("Questions linger, as to the meaning of it all.");
            Console.WriteLine("But the boy will have to find answers for himself.");
            Console.ReadLine();
            Console.WriteLine("16 YEARS LATER...");
            Console.ReadLine();
            Console.WriteLine("RAHL: Okay. So you're telling me you don't have any money? At all?");
            Console.WriteLine("RAHL: What if I told you that if you don't pay up I'll just take it off your corpse?");
            Console.WriteLine("STU: I, I mean, i'm not interested in that deal.");
            Console.WriteLine("STU: Hey, you! What's your name, pal?");
            Console.WriteLine("Enter your name: ");
            newPlayer.name = Console.ReadLine();
            Console.WriteLine("STU: " + newPlayer.name + ", huh? Pleased to meet ya, now, could you help me deal with this guy? Here's some weapons for ya.");
            GunPulled Chub = new GunPulled("MarsWares", "Pistol", "Chub", Math.Pow(7, 2) * newPlayer.level, 9, 70, 20, 2);

            newPlayer.gunPrimary = Chub;
            newPlayer.gunEquip   = newPlayer.gunPrimary;

            GunPulled Dagger = new GunPulled("MarsWares", "Melee", "Dagger", Math.Pow(14, 2) * newPlayer.level, 3, 80, 20, 3);

            newPlayer.gunSecondary = Dagger;
            isAlive = Combat.combat(Enemy.Rahl, newPlayer, 1);
            Console.WriteLine("STU: Whew, you saved my hide there.");
            Console.WriteLine("STU: Hey, what're you doing here anyways?");
            Console.ReadLine();
            Console.WriteLine("STU: This seems like an odd place for a gunslinger to hang out, you know.");
            Console.WriteLine("STU: I just came here to have some booze and forget about, you know... whatever.");
            Console.WriteLine("(1): I'm just passing through.");
            Console.WriteLine("(2): None of your business.");
            Console.WriteLine("(3): I'm just wandering aimlessly, to be honest.");
            Console.WriteLine("(4): If I knew where I was going I wouldn't be caught dead here, I'll tell you that much.");
            Console.WriteLine("(5): I dunno. Where are we, anyways?");
            int choice;

            int.TryParse(Console.ReadLine(), out choice);
            switch (choice)
            {
            case 1:
                Console.WriteLine("STU: That's it, huh? Nowhere specific in mind? I'd be keen on getting down to Cratertown, myself.\nSTU: If I had the means, anyway.");
                break;

            case 2:
                Console.WriteLine("STU: Hey, I was just askin'. No need to get worked up.");
                break;

            case 3:
                Console.WriteLine("STU: Nothing wrong with that. Troubled times as of the moment, not surprised you're so effective with a firearm.\nSTU: If'n you got the means, might as well ya head down to Cratertown. Safest place you'll find this side a'Mars.");
                break;

            case 4:
                Console.WriteLine("STU: Ha. Fair, fair. If I were you I'd head straight for Cratertown, leave this dump.");
                break;

            case 5:
                Console.WriteLine("STU: Why this is the Red Sands Bar, dump side of the Red Sands region.");
                Console.WriteLine("STU: If you were looking for a slum, you just found it here.");
                break;

            default:
                Console.WriteLine("STU: Quiet guy, huh? Why is this damn neighborhood full of weirdos?");
                break;
            }
            Console.WriteLine("STU: Alright, I'll tell you what. As thanks for saving my hide, I'll escort you to Cratertown. Free of charge.");
            Console.WriteLine("STU: Also, it'll help get me out of this dump, so there's that.");
            Console.WriteLine("STU: You'll let me tag along, right?");
            Console.WriteLine("Yes or No?");
            string stringInput = Console.ReadLine();

            if (stringInput.ToLower() == "yes")
            {
                Console.WriteLine("STU: Excellent. Let's get the hell out of here.");
            }
            else
            {
                Console.WriteLine("STU: I insist, you can't just leave me here! No, no, I'm coming with you.");
            }
            Console.ReadLine();
            Console.WriteLine("Stu has joined your party!");
            Console.ReadLine();
            Console.WriteLine("You have gained a party member! Some party members will do different things for you during combat.");
            Console.WriteLine("Stu will sometimes stun the enemies with a handmade flash grenade, forcing them to skip their turn.");
            Console.WriteLine("Sometimes a party member's ability won't be so obvious, so you'll have to keep an eye out.");
            Console.ReadLine();


            Console.WriteLine("With Stu's guidance, you head out of the dank bar and into the streets of Red Sands grotto.");
            Console.WriteLine("The buildings are all run down and decrepit. A huge glass dome surrounds you.");
            Console.ReadLine();
            Console.WriteLine("STU: If we just head north, we can go towards the north gate and into the Green Dome\nFrom there if we continue west we'll find the Cratertown gate.");
            Console.WriteLine("You head north, up the streets. You pass several shady looking people sitting by oil fires.");
            Console.ReadLine();
            Console.WriteLine("STU: Watch out through here. Some people will just up and kill ya if they think you've got anything that can pay for dinner.");
            Console.WriteLine("STU: Ah, here come some dumpfolk. Great, just what we needed right now.");
            Console.ReadLine();
            Console.WriteLine("THUG: Hey you, give us yer valuables or else... I, I'll pierce ya through meself!");
            Console.ReadLine();
            isAlive = Combat.combat(Enemy.Thug, newPlayer, 2);
            Console.WriteLine("STU: Damn, you're not bad. Two people at once? I'm glad you're on my side, pal.");
            Console.WriteLine("(1): I'm not bad.");
            Console.WriteLine("(2): Why are you even here? I hope you aren't planning on being a freeloader.");
            Console.WriteLine("(3): Thanks, glad to have you here, Stu.");
            Console.WriteLine("(4): I've noticed your flash grenades, where'd you get them from?");
            int.TryParse(Console.ReadLine(), out choice);
            switch (choice)
            {
            case 1:
                Console.WriteLine("STU: Not bad? I guess that's one way to put it.\nSTU: You're a real killer, " + newPlayer.name + ". I'd better not tick you off.");
                break;

            case 2:
                Console.WriteLine("STU: I already told you, I'm trying to get out of the Red Sands region. It's god awful there.");
                break;

            case 3:
                Console.WriteLine("STU: Thanks, " + newPlayer.name + ".\nSTU: Hopefully we can get into the Cratertown Dome with no hassle, I'd sooner sleep in a beef beast nest than Red Sands bar. I'd probably be safer.");
                break;

            case 4:
                Console.WriteLine("STU: I handcraft them. I was once an explosives engineer, but... things have changed.\nSTU: I've been working on something special also. I might try it out sometime, but uh... I don't have many, so I'll likely hold off.");
                break;

            default:
                Console.WriteLine("STU: Nothing to say? Is that modesty, or..? Well, you do you I suppose.");
                break;
            }
            Console.WriteLine("STU: Well, let's just keep moving. We need to keep north for now.");
            Console.WriteLine("STU: We'll be walking for probably another hour or so. Then we'll reach the Green Dome gate.");
            Console.ReadLine();
            Console.WriteLine("You walk along the road, leaving Red Sands grotto behind you.");
            Console.WriteLine("You are now on open highway, your left and right both containing vast expanses of red sand.");
            Console.WriteLine("Ahead of you on your right is a rover station, with a bill board posted outside of it.");
            Console.WriteLine("The billboard reads \"Don't just drink smart... Drink Ultra Smart! Your Ultra source of nutrients and bullet mending technology!\"");
            Console.ReadLine();
            Console.WriteLine("STU: Shockingly, that stuff actually works. I don't know how many years its taken off my life at this point, but at least its kept me from bein' dead more times than I can count.");
            Console.WriteLine("STU: Let's check this rover station. Maybe he's got some deals for us in there.");
            Console.ReadLine();
            Console.WriteLine("You walk into the rover station, whose slogan reads \"Where rovers refill for a voyage beyond the stars!\"");
            Console.WriteLine("You walk into the station building itself, a small building with some windows. It's lined with shelves of general purpose stuff, like sugar drinks and booze.");
            Console.WriteLine("The man behind the cash register looks up at you, seemingly surprised at having anyone enter his shop.");
            Console.ReadLine();
            Console.WriteLine("MAN: Why hello, isn't it a beautiful day today under these martian skies? A wonderful day for some Ultra Smart, for certain!");
            Console.WriteLine("STU: Don't you think you're laying it on a bit thick? We're heading to the Green Dome, and were looking to pick up some supplies.");
            Console.ReadLine();
            Console.WriteLine("MAN: Thick?! Whatever could you... oh screw it. Ultra Corp is really pressuring me to sell this stuff, alright? If I don't sell enough of it, they're putting me out of business!");
            Console.WriteLine("MAN: Could you just buy some of this stuff? Please? In fact, they're just pressuring me to get it off the shelves, so I'll sell a bunch of it to you for dirt cheap. Just take some, please?");
            Console.ReadLine();
            Console.WriteLine("STU: Uh, ok. I'll take however many you want to sell me.");
            Console.WriteLine("STU: Oh, and, " + newPlayer.name + ", don't worry about it. These are on me.");
            Console.ReadLine();
            Console.WriteLine("MAN: Oh, thank you so much. If I don't sell enough of these this month I'll be put out of damn business.");
            Console.WriteLine("You have received 8 Ultra Smart drinks.");
            newPlayer.ultraSmartDrinks += 8;
            Console.WriteLine("You now have some Ultra Smart drinks!\nDon't think too hard about what negative consequences this might have on your body,");
            Console.WriteLine("rather you should be thinking about how alive you'll be when you use it! - sponsored by Ultra Corp TM");
            Console.WriteLine("Use this in battle by using the 'h' option, and you'll be healed for half of your max hp.");
            Console.ReadLine();
            Console.WriteLine("STU: Here ya go, pal. These should help out in a pinch.");
            Console.WriteLine("MAN: Uh, so I wouldn't recommend you drink too many of those at once. You, know, its, uh, it wouldn't be good for you. Lot of sugar, right? Haha, ha.");
            Console.ReadLine();
            Console.WriteLine("STU: Thanks for the advice? We'll take our leave now, thanks.");
            Console.WriteLine("You head out of the rover station, and back under the huge Red Sands dome. Some people are walking down the road, armed with rocket launchers.");
            Console.ReadLine();
            Console.WriteLine("STU: Uh, let's go hide inside for now.");
            Console.WriteLine("As you head back towards the station, you notice that the man has locked the door and is nowhere to be seen.");
            Console.ReadLine();
            Console.WriteLine("STU: Well, this isn't how I planned today to go. Three gunfights in one day? What a miraculous turn of events.");
            Console.WriteLine("STU: Look, maybe we can avoid a fight. These guys are raiders, they roam the open areas in the domes and kill anyone who might have anything of value to them.");
            Console.WriteLine("STU: Just don't make eye contact.");
            Console.ReadLine();
            Console.WriteLine("The raiders notice you, however. They walk straight up to you, rpg's out.");
            Console.WriteLine("RAIDER: Isn't it your lucky day? I'll take everything you've got. Also, make it quick. I've gotta go take a leak.");
            Console.ReadLine();
            Console.WriteLine("STU: We don't have nuthin', I'm sorry to say.");
            Console.ReadLine();
            Console.WriteLine("RAIDER: Is that right? These fellas sound like they're putting up a fight, would you agree Sai?");
            Console.WriteLine("SAI: Hmph.");
            Console.WriteLine("STU: So much for not having to fight...");
            Console.ReadLine();
            isAlive = Combat.combat(Enemy.raiderRPG, newPlayer, 2);
            Console.WriteLine("STU: Huh, guys had a lot of gusto for being such weaklings. And you, Sai was it?");
            Console.WriteLine("STU: You weren't fighting with them. Who are you?");
            Console.ReadLine();
            Console.WriteLine("SAI: Please don't kill me. They dragged me along with them because I'm a medic. Otherwise, they would have killed me by now.");
            Console.WriteLine("SAI: Look, if you don't kill me I can join you. I'll provide medic capabilities in combat.");
            Console.ReadLine();
            Console.WriteLine("STU: Well, " + newPlayer.name + ", I think we should give him a chance. What say you?");
            Console.WriteLine("Yes or No?");
            string option = Console.ReadLine();

            if (option.ToLower() == "yes")
            {
                Console.WriteLine("STU: I agree. Alright Sai, you're coming with us.");
            }
            else
            {
                Console.WriteLine("STU: Don't you think that's a bit harsh?\nSTU: This isn't a democracy, I'm just gonna pretend you said yes. No need to be a jerk.");
            }
            Console.ReadLine();
            Console.WriteLine("Sai has joined your party!");
            member.Sai.inParty = true;
            Console.ReadLine();
            Console.WriteLine("SAI: Alright, thanks for having me. I swear I'll make this up to you, I might even save your life at some point!");
            Console.WriteLine("STU: We're going to Cratertown. Heard only nice things about it.");
            Console.ReadLine();
            Console.WriteLine("SAI: I used to live there at one point. It's actually patrolled by the Mars Police Force, so its not quite as lawless as Red Sands.");
            Console.WriteLine("STU: That sounds like what I've 'erd. We're almost to Green Dome gate now, so let's hit the road.");
            Console.WriteLine("SAI: Got it. Let's go, then.");
            Console.ReadLine();

            Console.WriteLine("END OF CHAPTER 1");
            Console.ReadLine();
            Console.Clear();
        }
Exemple #9
0
        public static void GetWeapon(player newPlayer)
        {
            Random rand = new Random();
            //initializes the struct to be returned, Gun
            GunPulled Gun = new GunPulled();
            int       rng = rand.Next(100);

            if (rng > 93)
            {
                Gun = LegendaryDrops.PullLegendaryGuns(newPlayer);
                Console.Write("LEGENDARY " + Gun.weaponName + " ");
            }
            else
            {
                //Calls each method to get all the factors of the gun struct
                Gun.weaponType           = TypeMethod.PullType();
                Gun.weaponBrand          = BrandMethod.PullBrand();
                Gun.weaponDam            = DamCalc.PullDam(Gun.weaponType, Gun.weaponBrand, newPlayer.level);
                Gun.weaponAcc            = AccCalc.PullAcc(Gun.weaponType, Gun.weaponBrand);
                Gun.weaponFR             = FireRateCalc.PullFR(Gun.weaponType, Gun.weaponBrand);
                Gun.weaponName           = "";
                Gun.weaponCritPercent    = 5;
                Gun.weaponCritMultiplier = 2;
            }
            Console.WriteLine("Damage: " + Gun.weaponDam + " Acc: " + Gun.weaponAcc + " FR: " + Gun.weaponFR + " " + Gun.weaponBrand + " " + Gun.weaponType);

            bool choicePicked = false;

            while (!choicePicked)
            {
                Console.WriteLine("Would you like to equip this to (p)rimary, (s)econdary, or (t)rash it?");
                string gunChoice = Console.ReadLine();
                string clarificationVariable;
                if (gunChoice.ToLower() == "p")
                {
                    GetWeaponStats.ShowWeaponStats(newPlayer.gunPrimary);


                    Console.WriteLine("Are you sure about this?");
                    clarificationVariable = Console.ReadLine();
                    if (clarificationVariable.ToLower() == "yes")
                    {
                        newPlayer.gunPrimary = Gun;
                        newPlayer.gunEquip   = Gun;
                        Console.WriteLine("The " + Gun.weaponName + " " + Gun.weaponType + " was equipped in your primary holster.");
                        choicePicked = true;
                    }
                }
                else if (gunChoice.ToLower() == "s")
                {
                    GetWeaponStats.ShowWeaponStats(newPlayer.gunSecondary);
                    Console.WriteLine("Are you sure about this?");

                    clarificationVariable = Console.ReadLine();
                    if (clarificationVariable.ToLower() == "yes")
                    {
                        newPlayer.gunSecondary = Gun;
                        newPlayer.gunEquip     = Gun;
                        Console.WriteLine("The " + Gun.weaponName + " " + Gun.weaponType + " was equipped in your secondary holster.");
                        choicePicked = true;
                    }
                }
                else if (gunChoice.ToLower() == "t")
                {
                    Console.WriteLine("You threw away the weapon.");
                    choicePicked = true;
                }
            }
            Console.ReadLine();
            Console.Clear();
        }