Esempio n. 1
0
        // Try attacking another actor
        public int TryAttackingAnotherActor(Actor target,Attack attack)
        {
            int result = 0;

            Random rand = new Random();

            // Try to hit against ac

            int toHit = attack.toHit;
            int hit = toHit+rand.Next(0, 20);

            // If hit successful

            if(hit >= target.ac)
            {
                // Get what damage should be done

                int dmgMod = 0;
                int dmgRaw = dmgMod + rand.Next(attack.dmgMin, attack.dmgMax);
                int dmgFinal = dmgRaw;

                // Do damage to the target

                target.hp -= dmgFinal;

                // Desc. the target's state

                string targetState = target.genderNomTitle+" ";
                string s = "appears to be in good health";
                float hpp = (target.hp / target.hpMax);

                if(hpp > 0)
                {
                    s = "appears close to death.";
                }
                if (hpp > 25)
                {
                    s = "appears gravely wounded.";
                }
                if (hpp > 50)
                {
                    s = "appears somewhat wounded.";
                }
                if (hpp > 75)
                {
                    s = "appears slightly wounded.";
                }

                targetState += s;

                // If the target dies

                if (target.hp <= 0)
                {
                    target.UpdateStatus();

                    // Log

                    if (isPlayer)
                    {
                        ui.Log("You " + attack.verb1P + " the " + target.name + ", killing it.", Color4.Yellow);
                    }
                    else
                    {
                        if (target == worldMap.player)
                        {
                            ui.Log("The " + name + " " + attack.verb3P + " you. You die!", Color4.Red);
                        }
                        else
                        {
                            ui.Log("The " + name + " " + attack.verb3P + " the "+target.name+", killing it.");
                        }
                    }

                    result = 3;

                }
                else
                {
                    // Log

                    if (isPlayer)
                    {
                        ui.Log("You " + attack.verb1P + " the " + target.name + ". "+ targetState, Color4.Yellow);
                    }
                    else
                    {
                        if (target == worldMap.player)
                        {
                            ui.Log("The " + name + " " + attack.verb3P + " you.", Color4.Red);
                        }
                        else
                        {
                            ui.Log("The " + name + " " + attack.verb3P + " the " + target.name + ". " + targetState);
                        }
                    }

                    result = 2;
                }
            }
            else
            {
                // If attack misses

                // Log

                if (isPlayer)
                {
                    ui.Log("You try to " + attack.verb1P + " the " + target.name + ", but miss.");
                }
                else
                {
                    if (target == worldMap.player)
                    {
                        ui.Log("The " + name + " tries to " + attack.verb1P + " you, but misses.");
                    }
                    else
                    {
                        ui.Log("The " + name + " tries to " + attack.verb1P + " the " + target.name + ", but misses.");
                    }
                }

                result = 1;
            }

            return result;
        }
Esempio n. 2
0
        // Try equipping an item
        public int TryEquippingItemAtSlot(int slot)
        {
            int result = 0;

            int eq = -1;

            if (items[slot].canBeEquipped)
            {
                // Check if the item is already equipped

                if (equipped[Actor.RIGHT_HAND] == slot)
                {
                    eq = Actor.RIGHT_HAND;
                }
                if (equipped[Actor.LEFT_HAND] == slot)
                {
                    eq = Actor.LEFT_HAND;
                }
                if (equipped[Actor.TORSO] == slot)
                {
                    eq = Actor.TORSO;
                }
                if (equipped[Actor.HEAD] == slot)
                {
                    eq = Actor.HEAD;
                }
                if (equipped[Actor.BACK] == slot)
                {
                    eq = Actor.BACK;
                }
                if (equipped[Actor.LEGS] == slot)
                {
                    eq = Actor.LEGS;
                }
                if (equipped[Actor.FEET] == slot)
                {
                    eq = Actor.FEET;
                }

                // If the item is not equipped already

                if (eq == -1)
                {

                    // Item needs to be used in hands

                    if (items[slot].equipAt == Item.EQUIP_HANDS)
                    {
                        // Item requires two hands

                        if (items[slot].requiresTwoHands)
                        {
                            equipped[RIGHT_HAND] = slot;
                            attackMain = items[slot].attackMain;
                            equipped[LEFT_HAND] = -1;
                        }
                        else
                        {
                            if (equipped[RIGHT_HAND] == -1)
                            {
                                equipped[RIGHT_HAND] = slot;
                                attackMain = items[slot].attackMain;
                            }
                            else
                            {
                                if (equipped[LEFT_HAND] == -1)
                                {
                                    equipped[LEFT_HAND] = slot;
                                    attackAlt = items[slot].attackMain;
                                }
                                else
                                {
                                    equipped[RIGHT_HAND] = slot;
                                    attackMain = items[slot].attackMain;
                                }
                            }
                        }
                    }

                    // Item needs to be worn on the body

                    if (items[slot].equipAt == Item.EQUIP_TORSO)
                    {
                        equipped[TORSO] = slot;
                    }
                    if (items[slot].equipAt == Item.EQUIP_HEAD)
                    {
                        equipped[HEAD] = slot;
                    }
                    if (items[slot].equipAt == Item.EQUIP_BACK)
                    {
                        equipped[BACK] = slot;
                    }
                    if (items[slot].equipAt == Item.EQUIP_LEGS)
                    {
                        equipped[LEGS] = slot;
                    }
                    if (items[slot].equipAt == Item.EQUIP_FEET)
                    {
                        equipped[FEET] = slot;
                    }

                    // Log

                    if (items[slot].equipAt == Item.EQUIP_HANDS)
                    {
                        ui.Log("You ready the " + items[slot].name + ".");
                    }
                    else
                    {
                        ui.Log("You put on the " + items[slot].name + ".");
                    }

                    result = 1;
                }
                else
                {
                    // Remove the item

                    // Item needs to be used in hands

                    if (items[slot].equipAt == Item.EQUIP_HANDS)
                    {
                        // Item requires two hands

                        if (items[slot].requiresTwoHands)
                        {
                            equipped[RIGHT_HAND] = -1;
                            equipped[LEFT_HAND] = -1;
                            attackMain = null;
                            attackAlt = null;
                        }
                        else
                        {
                            equipped[eq] = -1;

                            if(eq == Actor.RIGHT_HAND)
                            {
                                attackMain = null;
                            }
                            else
                            {
                                attackAlt = null;
                            }
                        }
                    }
                    else
                    {
                        equipped[eq] = -1;
                    }

                    // Log

                    if (items[slot].equipAt == Item.EQUIP_HANDS)
                    {
                        ui.Log("You return the " + items[slot].name + " to your pack.");
                    }
                    else
                    {
                        ui.Log("You remove the " + items[slot].name + ".");
                    }

                    result = 2;
                }
            }
            else
            {
                if (isPlayer)
                {
                    ui.Log("You can't equip or wear that.");
                }
            }

            return result;
        }
Esempio n. 3
0
        public FeralCat(int x, int y, int z)
        {
            tileX = x;
            tileY = y;
            tileZ = z;
            tileXLast = tileX;
            tileYLast = tileY;
            tileZLast = tileZ;

            // Stats

            hpMax = 4f;
            hp = hpMax;
            spMax = 2f;
            sp = spMax;
            fpMax = 1f;
            fp = fpMax;

            acBase = 4;
            acMod = 0;
            ac = acBase + acMod;

            name = "feral cat";
            nameTitle = "Feral Cat";
            desc = "A feral cat.";
            descDetailed = "It's fur is matted and dark. It appears rather agitated.";

            sightRange = 6;

            actionPointsMax = 1;
            actionPoints = actionPointsMax;

            isHostile = true;
            faction = 1;    // General enemies

            attackMain = new Attack("Claw","claw","claws",1,1,4,Attack.DMG_TYPE_SLASH);

            image = 'c';
            color = Color4.Yellow;

            ai = new ActorAI(ActorAI.AI_TYPE_MOVEMENT_CHASE, ActorAI.AI_TYPE_ATTACK_MELEE);
        }
Esempio n. 4
0
        // Construct
        public Player()
        {
            // Stats

            hpMax = 8f;
            hp = hpMax;
            spMax = 5f;
            sp = spMax;
            fpMax = 3f;
            fp = fpMax;

            acBase = 4;
            acMod = 0;
            ac = acBase + acMod;

            descDetailed = "You're in perfect health.";

            sightRange = 5;

            actionPointsMax = 3;
            actionPoints = actionPointsMax;

            isPlayer = true;

            attackBare = new Attack("Punch","punch","punches",3,1,4,Attack.DMG_TYPE_NORMAL);

            equipped[RIGHT_HAND] = -1;
            equipped[LEFT_HAND] = -1;
            equipped[TORSO] = -1;
            equipped[HEAD] = -1;
            equipped[BACK] = -1;
            equipped[LEGS] = -1;
            equipped[FEET] = -1;
        }
Esempio n. 5
0
        public Dagger(int x, int y, int z)
        {
            tileX = x;
            tileY = y;
            tileZ = z;

            name = "dagger";
            nameTitle = "Dagger";
            desc = "A common dagger.";
            descPlural = "A few daggers.";
            descDetailed = "A rather mundane weapon. The blade and hilt are in good condition.";

            effects[0] = "none";
            effectValue[0] = 0;

            canBeEquipped = true;
            equipAt = Item.EQUIP_HANDS;

            attackMain = new Attack("Slash","slash","slashes",3,2,5,Attack.DMG_TYPE_SLASH);
            attackAlt = new Attack("Stab", "stab", "stabs", 2, 1, 4, Attack.DMG_TYPE_PIERCE);

            image = '/';
            color = Color4.LightGray;

            typeID = name + "," + effects[0];
        }