//buf checker
 public void spellRoundUpdate(object sender, SpellRounds e)
 {
     buffRound = e.currentRound;
     buff      = e.activeSpell;
     active    = true;
 }
Exemple #2
0
        //use  a spell
        private void btnUse_Click(object sender, EventArgs e)
        {
            //if they user selected a spell
            if (cmbSpells.SelectedIndex != -1)
            {
                Spells temp = new Spells("", 0, 0, 0, 0, 0, "", 0, 0);
                temp = spells[cmbSpells.SelectedIndex];
                Random rng = new Random();
                switch (temp.SpellType)
                {
                //if spell only deals damage
                case 0:
                    int spellDamage = rng.Next(0, temp.Mp + 1);
                    int damage      = (rng.Next(0, inventory.player.mp + 1) + spellDamage);
                    //if attack misses
                    if (damage > 0)
                    {
                        currentMonster.CurrentHp = currentMonster.CurrentHp - damage;
                        MessageBox.Show($"You dealt {damage} to the {currentMonster.Name}!");
                    }
                    else
                    {
                        MessageBox.Show($"{spells[cmbSpells.SelectedIndex].Name} missed!");
                    }

                    break;

                //if spell is a buff
                case 1:
                    if (temp.Mp > 0 && temp.Str < 0)
                    {
                        inventory.player.mp = inventory.player.mp + temp.Mp;
                        MessageBox.Show($"Your mp was increased by {temp.Mp} for {temp.Rounds}");
                    }
                    else if (temp.Str > 0 && temp.Mp < 0)
                    {
                        inventory.player.str = inventory.player.str + temp.Str;
                        MessageBox.Show($"Your str was increased by {temp.Str} for {temp.Rounds}");
                    }
                    else if (temp.Str > 0 && temp.Mp > 0)
                    {
                        inventory.player.str = inventory.player.str + temp.Str;
                        inventory.player.mp  = inventory.player.mp + temp.Mp;
                        MessageBox.Show($"Your str was increased by {temp.Str} and your mp was increased by {temp.Mp} for {temp.Rounds}");
                    }
                    break;

                //if spell restores hp
                case 2:
                    if (temp.Health > 0)
                    {
                        inventory.player.currenthp = inventory.player.currenthp + temp.Health;
                        if (inventory.player.currenthp > inventory.player.maxhp)
                        {
                            inventory.player.currenthp = inventory.player.maxhp;
                        }

                        MessageBox.Show($"Your health has been restored to {inventory.player.currenthp}");
                    }
                    break;
                }
                SpellRounds spelRounds = new SpellRounds();
                spelRounds.rounds       = temp.Rounds;
                spelRounds.currentRound = currentRound;
                spelRounds.activeSpell  = temp;
                spellRounds?.Invoke(this, spelRounds);
            }

            this.Close();
        }