Esempio n. 1
0
        }//end EVC

        internal override void Complete()
        {
            Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true);

            monster.Boss = true;

            StateHandler.State = new StateCombat(monster);

            StateHandler.Level++;

            MapFactory.GenerateNewMaze();
            StateInGame.locX   = MapFactory.startX;
            StateInGame.locY   = MapFactory.startY;
            StateInGame.change = true;

            SubStateAbstract quest = new SubStateDisplayMessage(this.messages[1], 120, 450, 400, 400, StateHandler.State);

            StateHandler.State = quest;
        }
        }//end DVC

        public QuestCombatTESTING(int x, int y, QuestInterface passed, int diff)
        {
            this.next      = passed;
            this.QuestType = Globals.QUEST_EXPLORE;
            this.progress  = 0;
            this.required  = 1;
            this.goalX     = x;
            this.goalY     = y;

            this.messages       = new string[2][];
            this.messages[1]    = new string[8];
            this.messages[1][0] = "             Congratulations!";
            this.messages[1][1] = "";
            this.messages[1][2] = "         You have beaten the ambush";
            this.messages[1][3] = "             and thwarted the";
            this.messages[1][4] = "      FLYING SPAGHETTI CODE MONSTER";
            this.messages[1][5] = "";
            this.messages[1][6] = "";
            this.messages[1][7] = "Press [R] to generate a new maze to escape!";

            this.messages[0]    = new string[4];
            this.messages[0][0] = "          You've been ambushed!";
            this.messages[0][1] = "     Fight your way out before the";
            this.messages[0][2] = "     FLYING SPAGHETTI CODE MONSTER";
            this.messages[0][3] = " catches you and crashes your computer!";

            Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true);

            monster.Boss = true;

            StateHandler.State = new StateCombat(monster);

            StateHandler.Level++;

            MapFactory.GenerateNewMaze();
            StateInGame.locX   = MapFactory.startX;
            StateInGame.locY   = MapFactory.startY;
            StateInGame.change = true;

            SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State);

            StateHandler.State = quest;
        }//end EVC
Esempio n. 3
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        static internal void checkCombat(float move)
        {
            if (move < 0)
            {
                move *= -1;
            }

            stepsTaken += move;

            if (stepsTaken > combatTarget * 4)
            {
                stepsTaken = 0;
                generateCombatChance();
                Monster[] monsterList = new Monster[Globals.Random(1, 4)];
                for (int i = 0; i < monsterList.Length; i++)
                {
                    monsterList[i]    = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true);
                    monsterList[i].ID = i;
                }
                // Enter combat here
                StateHandler.State = new StateCombat(monsterList);
                //.generateMonster("", StateHandler.Level, 0, Globals.MOB_WEAK, false));
            }
        }