Exemple #1
0
        public static Actor CreateRandomActor(Actor.Attribute PrimaryAttribute, Actor.Attribute SecondaryAttribute)
        {
            RPGCalc calc = new RPGCalc();

            Actor newActor = new Actor();

            int[] rolls = calc.RollAttributes();

            // order int array by value
            Array.Sort(rolls, 0, rolls.Length);

            // clear actor's current attributes
            for (int i = 0; i < newActor.BaseAttributes.Length; i++)
            {
                newActor.BaseAttributes[i] = 0;
            }

            // fill important attributes with values
            int next = 5;

            newActor.BaseAttributes[(int)PrimaryAttribute]   = rolls[next--];
            newActor.BaseAttributes[(int)SecondaryAttribute] = rolls[next--];

            // fill rest
            for (int i = 0; i < newActor.BaseAttributes.Length; i++)
            {
                // find blank and fill with next
                if (newActor.BaseAttributes[i] == 0)
                {
                    newActor.BaseAttributes[i] = rolls[next--];
                }
            }

            newActor.Name = "Random Actor";

            // set current stats to match
            newActor.ResetAttributes();
            newActor.HPBaseMax = calc.GetBaseHP(newActor);
            newActor.MPBaseMax = calc.GetBaseMP(newActor);
            newActor.ResetStats();

            newActor.BaseSpeed    = RPGCalc.DEFAULT_SPEED;
            newActor.CurrentSpeed = newActor.BaseSpeed;
            newActor.lastAttack   = System.DateTime.Now;
            newActor.lastDamage   = new DateTime();

            newActor.SetAlignment(calc.RollAlignment());

            newActor.inventory.AddPackItem(RPGPotion.CreateRandomPotion());

            //newActor.SpellBook = RPGSpellBook.CreateRandomSpellbook();
            newActor.SpellBook = RPGSpellBook.CreateTestSpellbook();

            return(newActor);
        }
Exemple #2
0
        public PlayerCharacter()
        {
            inventory.AddBodyItem(RPGWeapon.CreateRandomMeleeWeapon());
            //for (int i = 0; i < 3; i++)
            //{
            inventory.AddPackItem(RPGPotion.CreatePotionHealingSmall());
            //}

            this.AI.RunToAttackMelee = false;

            // for testing only:
            //SpellBook = RPGSpellBook.CreateRandomSpellbook();
            SpellBook = RPGSpellBook.CreateTestSpellbook();
        }
Exemple #3
0
        public static RPGSpellBook CreateTestSpellbook()
        {
            RPGCalc      calc = new RPGCalc();
            int          size = DEFAULT_MAX_SPELL_COUNT * 2;
            RPGSpellBook book = new RPGSpellBook(size);

            int count = size;

            for (int i = 0; i < count; i++)
            {
                book.AddSpell(RPGSpell.CreateRandomSpell());
            }

            return(book);
        }
Exemple #4
0
        public Actor()
        {
            SetAttributesToDefault();

            this.HPBaseMax = new RPGCalc().GetBaseHP(this);
            this.MPBaseMax = new RPGCalc().GetBaseMP(this);

            Name = "Joseph";

            BaseSpeed    = RPGCalc.DEFAULT_SPEED;
            CurrentSpeed = BaseSpeed;

            m_baseAttack  = RPGCalc.DEFAULT_BASE_ATTACK;
            m_baseDefense = RPGCalc.DEFAULT_BASE_DEFENSE;
            m_baseDamage  = RPGCalc.DEFAULT_BASE_DAMAGE;

            LOSRange = RPGCalc.DEFAULT_LOS_RANGE;

            inventory = new Inventory(this);

            m_SpellBook = new RPGSpellBook();
            m_QuickBook = new RPGSpellBook(3);

            lastAttack = System.DateTime.Now;
            lastDamage = new DateTime();

            this.ImpedesWalking = true;

            Relation = RelationToPC.Neutral;

            RPGCalc calc = new RPGCalc();

            m_Lvl        = 1;
            m_ExpForKill = calc.GetExpForKill(this);

            AI = new ArtificialIntelligence(this);
            //AIActive = false; // enemies don't respond.
            AIActive = true;

            States = new ActionStates(this);

            // use all we have so far to calc complex numbers (HP/MP/Att/Def, etc);
            this.HPBaseMax = calc.GetBaseHP(this);
            this.MPBaseMax = calc.GetBaseMP(this);
            this.ResetStats();
        }
        private void LoadSpellBookIntoGrid(DataGridView grid, RPGSpellBook book)
        {
            DataTable data = SetupSpellDataTable();

            for (int i = 0; i < book.SpellCountMax; i++)
            {
                RPGSpell s = book.GetSpellAtIndex(i);

                // if we don't have a spell, just add a blank row
                if (s == null)
                {
                    data.Rows.Add(data.NewRow());
                    continue;
                }

                AddSpellToDataTable(data, s);
            }

            grid.DataSource = data;
        }
        public void LoadActor(Actor a)
        {
            //set Labels
            lblName.Text   = "Name: " + a.Name;
            lblHP.Text     = "HP: " + a.HPCurrent + " / " + a.HPCurrentMax;
            lblMP.Text     = "MP: " + a.MPCurrent + " / " + a.MPCurrentMax;
            lblAttDef.Text = "Att: " + a.CurrentAttack + " / Def: " + a.CurrentDefense;

            //load Buttons - quick items
            RPGItem[] quickItems = a.inventory.GetQuickItems();
            for (int i = 0; i < quickItems.Length; i++)
            {
                LoadQuickItem(i, quickItems[i]);
            }

            // load Buttons - quick spells
            RPGSpellBook quickSpells = a.QuickSpellBook;

            for (int i = 0; i < quickSpells.SpellCountMax; i++)
            {
                LoadQuickSpell(i, quickSpells.GetSpellAtIndex(i));
            }
        }