Esempio n. 1
0
        public static Monster TrollInitialize(Monster a_monster)
        {
            if (a_monster.Lvl >= 6 && a_monster.Lvl <= 10)       // Trolls in this are typically levels 6-10
            {
            }
            else
            {
                RollingDie fourD = new RollingDie(4);
                a_monster.Lvl = 5 + fourD.Roll();
            }
            a_monster.AC     = 8;
            a_monster.HitDie = "d10 +2";
            string timesroll = a_monster.Lvl.ToString();
            string dieroll   = timesroll + a_monster.HitDie;

            (int i1, int i2, int i3) = RollingDie.Diecheck(dieroll);
            if (i1 != 0)
            {
                RollingDie thisRoll = new RollingDie(i1, i2, i3);
                a_monster.MaxHp = thisRoll.Roll();
            }
            a_monster.Hp         = a_monster.MaxHp;
            a_monster.InitMod    = 12;
            a_monster.NoOfAtt    = 3;
            a_monster.DamPerAtt1 = "1d4 +3";
            a_monster.DamPerAtt2 = "1d4 +3";
            a_monster.DamPerAtt3 = "1d12 +4";
            a_monster.DefeatMult = 1.6;        //has multi-attacks plus Regeneration ability

            //  need to put in code to clear other abilities here
            // & auto-add Regeneration Ability

            return(a_monster);
        }
Esempio n. 2
0
        private void PlayRollDiceBtn_Click(object sender, RoutedEventArgs e)
        {
            String diecheck = RollDiePlay.Text;

            (int i1, int i2, int i3) = RollingDie.Diecheck(diecheck);
            if (i1 != 0)
            {
                RollingDie thisRoll = new RollingDie(i1, i2, i3);
                // MessageBox.Show($"{thisRoll.Roll() } {RollDiePlay.Text }");   // we will make this talk out to a rolling chat box in a sec
                txtPlayerDialog.AppendText($" {thisRoll.Roll() } {RollDiePlay.Text } \n");
            }
        }
Esempio n. 3
0
        public static Character RerollCharacter(Character chartoreroll)

        {
            RollingDie three6d = new RollingDie(6, 3);       // this is the same as rolling a six sided dice three times and totalling

            chartoreroll.Str  = three6d.Roll();
            chartoreroll.Inte = three6d.Roll();
            chartoreroll.Emp  = three6d.Roll();
            chartoreroll.Dex  = three6d.Roll();
            chartoreroll.Con  = three6d.Roll();
            chartoreroll.Chr  = three6d.Roll();
            return(chartoreroll);
        }
Esempio n. 4
0
        public virtual int MeleeAttack(Character Defender)
        {
            Defender.AC = 0;                                   //this should be currently overridden for both monsters and characters
            Character recalcACObject = new Character();

            Defender.AC = recalcACObject.ACRecalc(Defender);
            RollingDie twentyside = new RollingDie(20, 1);
            int        tohit;
            int        attRoll = twentyside.Roll();

            if (Defender.AC < hitOn20)
            {
                tohit = 20 - (hitOn20 - Defender.AC);
            }
            else if (Defender.AC >= (hitOn20 + 5))
            {
                tohit = 20 + ((Defender.AC - hitOn20) - 5);
            }
            else
            {
                tohit = 20;
            }


            //  string damagerange = "";

            // if (damagerange is null)
            int damage = 8;

            if (attRoll >= tohit)
            {
                Defender.Hp -= damage;                          // same as  Defender.Hp = Defender.Hp - damage;
                if (Defender.Hp <= 0)                           // will change this to proper level for unconsciouness
                {
                    // WriteLine($"{Defender.Name} has died.");
                    Defender.IsAlive = false;
                }
                return(Defender.Hp);
            }
            else
            {// WriteLine($"{name} missed!");
                return(Defender.Hp);
            }
        }
Esempio n. 5
0
        public virtual int MeleeAttack(Fant_Entity Defender)    //this should be currently overridden for both monsters and charac
        {
            RollingDie twentyside = new RollingDie(20, 1);
            int        tohit;
            int        attRoll = twentyside.Roll();

            if (Defender.AC < hitOn20)
            {
                tohit = 20 - (hitOn20 - Defender.AC);
            }
            else if (Defender.AC >= (hitOn20 + 5))
            {
                tohit = 20 + ((Defender.AC - hitOn20) - 5);
            }
            else
            {
                tohit = 20;
            }

            if (attRoll >= tohit)
            {
                int damage = 8;                       //placeholder for damage
                Defender.Hp -= damage;
            }

            // same as  Defender.Hp = Defender.Hp - damage;
            if (Defender.Hp <= 0)                                  // will change this to proper level for unconsciouness
            {
                // WriteLine($"{Defender.Name} has died.");
                Defender.IsAlive = false;

                return(Defender.Hp);
            }

            else
            {// WriteLine($"{name} missed!");
                return(Defender.Hp);
            }
        }
Esempio n. 6
0
        public static Character FighterInitialize(Character a_character)
        {
            if (a_character.Exp <= 375)                    //2000 the commented Xps are straight from AD&D atm but will change as time goes on, will also have a better
            {
                a_character.Lvl = 1;
            }                                             // check when going between levels by gaining experience
            else if (a_character.Exp <= 1405)             // 4000  might be funner to have this check a sql table so  that players can easily edit it
            {
                a_character.Lvl = 2;
            }                                                 // atm just redone curve for fighter off an exponential kills needed at same level curve
            else if (a_character.Exp <= 3820)                 // 8000)   for fighter and adjusted other calsses off that
            {
                a_character.Lvl = 3;
            }
            else if (a_character.Exp <= 8890)                  // 18000)
            {
                a_character.Lvl = 4;
            }
            else if (a_character.Exp <= 17945)                   //35000)
            {
                a_character.Lvl = 5;
            }
            else if (a_character.Exp <= 34460)                  //70000)
            {
                a_character.Lvl = 6;
            }
            else if (a_character.Exp <= 64070)                 //125000)
            {
                a_character.Lvl = 7;
            }
            else if (a_character.Exp <= 117800)                 // 250000)
            {
                a_character.Lvl = 8;
            }
            else if (a_character.Exp <= 211350)                        //500000)
            {
                a_character.Lvl = 9;
            }
            else if (a_character.Exp <= 367175)                         // 750000)
            {
                a_character.Lvl = 10;
            }
            else
            {
                a_character.Lvl = 11;
            }
            // gives initial level based on Experience points
            int HpConAdj = 0;

            if (a_character.Con <= 3)                  //Constitution Initial Hp bonuses different only for fighters I think
            {
                HpConAdj = -2;
            }
            else if (a_character.Con <= 6)
            {
                HpConAdj = -1;
            }
            else if (a_character.Con == 15)
            {
                HpConAdj = 1;
            }
            else if (a_character.Con == 16)
            {
                HpConAdj = 2;
            }
            else if (a_character.Con == 17)
            {
                HpConAdj = 3;
            }
            else if (a_character.Con == 18)
            {
                HpConAdj = 4;
            }
            if (a_character.Lvl <= 9)
            {
                RollingDie lvl10d = new RollingDie(10, a_character.Lvl);
                int        BaseHp = lvl10d.Roll();                                // just cause I wanna watch it clearly
                a_character.MaxHp = BaseHp + (a_character.Lvl * HpConAdj);        // now adjusted for levels above 9
                a_character.Hp    = a_character.MaxHp;
            }
            else
            {
                RollingDie lvl10d = new RollingDie(10, a_character.Lvl);
                int        BaseHp = lvl10d.Roll();                                                       // just cause I wanna watch it clearly
                a_character.MaxHp = BaseHp + (a_character.Lvl * HpConAdj) + (3 * (a_character.Lvl - 9)); // now adjusted for levels above 9
                a_character.Hp    = a_character.MaxHp;
            }
            FighterRecalcHitOn20(a_character);
            return(a_character);
        }
Esempio n. 7
0
        public static Character RogueInitialize(Character a_character)
        {
            if (a_character.Exp <= 235)                           // 1250) this are straight from AD&D atm but will change as time goes on, will also have a better
            {
                a_character.Lvl = 1;
            }                                                          // check when going between levels by gaining experience
            else if (a_character.Exp <= 880)                           //2500)
            {
                a_character.Lvl = 2;
            }
            else if (a_character.Exp <= 2387)                                 //5000)
            {
                a_character.Lvl = 3;
            }
            else if (a_character.Exp <= 4940)                                   //10000)
            {
                a_character.Lvl = 4;
            }
            else if (a_character.Exp <= 10255)                                  // 20000)
            {
                a_character.Lvl = 5;
            }
            else if (a_character.Exp <= 20922)                                  // 42500)
            {
                a_character.Lvl = 6;
            }
            else if (a_character.Exp <= 35880)                                  // 70000)
            {
                a_character.Lvl = 7;
            }
            else if (a_character.Exp <= 51832)                                  //    110000)
            {
                a_character.Lvl = 8;
            }
            else if (a_character.Exp <= 75000)                                  // 160000)
            {
                a_character.Lvl = 9;
            }
            else if (a_character.Exp <= 100500)                                  //220000)
            {
                a_character.Lvl = 10;
            }
            else if (a_character.Exp <= 250000)                                   //440000)
            {
                a_character.Lvl = 11;
            }
            else
            {
                a_character.Lvl = 12;
            }
            // gives initial level based on Experience points
            int HpConAdj = 0;

            if (a_character.Con <= 3)                  //Constitution Initial Hp bonuses different only for fighters I think
            {
                HpConAdj = -2;
            }
            else if (a_character.Con <= 6)
            {
                HpConAdj = -1;
            }
            else if (a_character.Con == 15)
            {
                HpConAdj = 1;
            }
            else if (a_character.Con >= 16)
            {
                HpConAdj = 2;
            }

            if (a_character.Lvl < 11)                                                // as above level 11 just add hp I think
            {
                RollingDie lvl6d  = new RollingDie(6, a_character.Lvl);
                int        BaseHp = lvl6d.Roll();                                  // just cause I wanna watch it clearly
                a_character.MaxHp = BaseHp + (a_character.Lvl * HpConAdj);
                a_character.Hp    = a_character.MaxHp;
            }
            else
            {
                RollingDie lvl6d  = new RollingDie(6, a_character.Lvl);
                int        BaseHp = lvl6d.Roll();                                  // just cause I wanna watch it clearly
                a_character.MaxHp = BaseHp + (a_character.Lvl * HpConAdj) + (2 * (a_character.Lvl - 11));
                a_character.Hp    = a_character.MaxHp;
            }

            RogueRecalcHitOn20(a_character);
            return(a_character);
        }
Esempio n. 8
0
        public static Character ClericInitialize(Character a_character)
        {
            if (a_character.Exp <= 280)                       //1500) this are straight from AD&D atm but will change as time goes on, will also have a better
            {
                a_character.Lvl = 1;
            }                                                 // check when going between levels by gaining experience
            else if (a_character.Exp <= 1055)                 //3000)
            {
                a_character.Lvl = 2;
            }
            else if (a_character.Exp <= 2865)                 // 6000)
            {
                a_character.Lvl = 3;
            }
            else if (a_character.Exp <= 6420)                  // 13000)
            {
                a_character.Lvl = 4;
            }
            else if (a_character.Exp <= 14100)                       // 27500)
            {
                a_character.Lvl = 5;
            }
            else if (a_character.Exp <= 28000)                    // 55000)
            {
                a_character.Lvl = 6;
            }
            else if (a_character.Exp <= 56380)                       //110000)
            {
                a_character.Lvl = 7;
            }
            else if (a_character.Exp <= 106020)                       //225000)
            {
                a_character.Lvl = 8;
            }
            else if (a_character.Exp <= 190215)                              // 450000)
            {
                a_character.Lvl = 9;
            }
            else if (a_character.Exp <= 330460)                                    // 675000)
            {
                a_character.Lvl = 10;
            }
            else
            {
                a_character.Lvl = 11;
            }
            // gives initial level based on Experience points
            int HpConAdj = 0;

            if (a_character.Con <= 3)                  //Constitution Initial Hp bonuses different only for fighters I think
            {
                HpConAdj = -2;
            }
            else if (a_character.Con <= 6)
            {
                HpConAdj = -1;
            }
            else if (a_character.Con == 15)
            {
                HpConAdj = 1;
            }
            else if (a_character.Con >= 16)
            {
                HpConAdj = 2;
            }

            if (a_character.Lvl <= 9)
            {
                RollingDie lvl8d = new RollingDie(8, a_character.Lvl);            // this is the same as rolling a eight sided dice times the level and totalling
                a_character.MaxHp = lvl8d.Roll() + (a_character.Lvl * HpConAdj);  // *RollDie d8 + con adjustments }
                a_character.Hp    = a_character.MaxHp;
            }
            else
            {
                RollingDie lvl8d = new RollingDie(8, a_character.Lvl);                                         // this is the same as rolling a eight sided dice times the level and totalling
                a_character.MaxHp = lvl8d.Roll() + (a_character.Lvl * HpConAdj) + (2 * (a_character.Lvl - 9)); // *RollDie d8 + con adjustments }
                a_character.Hp    = a_character.MaxHp;
            }

            ClericRecalcHiton20(a_character);

            return(a_character);
        }
Esempio n. 9
0
        public int characterAttackCalc(Fant_Entity Defender)
        {
            RollingDie twentyside = new RollingDie(20, 1);
            int        tohit;
            int        attRoll = twentyside.Roll();

            if (Defender.AC < hitOn20)
            {
                tohit = 20 - (hitOn20 - Defender.AC);
            }
            else if (Defender.AC >= (hitOn20 + 5))
            {
                tohit = 20 + ((Defender.AC - hitOn20) - 5);
            }
            else
            {
                tohit = 20;
            }

            if (attRoll >= tohit)
            {
                int    damage      = 0;
                string damagerange = "";
                foreach (PhysObj CheckObject in this.Inventory)
                {
                    if (CheckObject.IsEquipped == true && CheckObject.ObjType is "Weapon")     // this was just a rough first concept check
                    {
                        damagerange = CheckObject.Damage;                                      // need to allow for two handed etc etc etc
                        (int i1, int i2, int i3) = RollingDie.Diecheck(damagerange);
                        RollingDie thisRoll = new RollingDie(i1, i2, i3);
                        damage = thisRoll.Roll();
                    }
                }
                int DamStrAdj = 0;                    // + str adj to damage
                if (this.Str <= 5)
                {
                    DamStrAdj = -1;
                }
                else if (this.Str == 16 || this.Str == 17)
                {
                    DamStrAdj = 1;
                }
                else if (this.Str >= 18)
                {
                    DamStrAdj = 2;
                }

                damage = (damage + DamStrAdj);
                if (damage < 1)
                {
                    damage = 1;
                }



                Defender.Hp -= damage;                          // same as  Defender.Hp = Defender.Hp - damage;
                if (Defender.Hp <= 0)                           // will change this to proper level for unconsciouness
                {
                    // WriteLine($"{Defender.Name} has died.");
                    Defender.IsAlive = false;
                }
                return(Defender.Hp);
            }
            else
            {// WriteLine($"{name} missed!");
                return(Defender.Hp);
            }
        }
Esempio n. 10
0
        public int monsterAttackCalc(Fant_Entity Defender)
        {
            int cumDamage = 0;

            RollingDie twentyside = new RollingDie(20, 1);
            int        tohit;

            if (Defender.AC < hitOn20)
            {
                tohit = 20 - (hitOn20 - Defender.AC);
            }
            else if (Defender.AC >= (hitOn20 + 5))
            {
                tohit = 20 + ((Defender.AC - hitOn20) - 5);
            }
            else
            {
                tohit = 20;
            }

            int attRoll = twentyside.Roll();

            if (attRoll >= tohit)
            {
                string dieroll = this.damPerAtt1;
                (int i1, int i2, int i3) = RollingDie.Diecheck(dieroll);
                if (i1 != 0)
                {
                    RollingDie thisRoll = new RollingDie(i1, i2, i3);
                    int        damage   = thisRoll.Roll();
                    cumDamage += damage;
                }
            }
            if (this.NoOfAtt >= 2)
            {
                int attRoll2 = twentyside.Roll();
                if (attRoll2 >= tohit)
                {
                    string dieroll2 = this.damPerAtt2;
                    (int i1, int i2, int i3) = RollingDie.Diecheck(dieroll2);
                    if (i1 != 0)
                    {
                        RollingDie thisRoll = new RollingDie(i1, i2, i3);
                        int        damage2  = thisRoll.Roll();
                        cumDamage += damage2;
                    }
                }
            }
            if (this.NoOfAtt >= 3)
            {
                int attRoll3 = twentyside.Roll();
                if (attRoll3 >= tohit)
                {
                    string dieroll3 = this.damPerAtt3;
                    (int i1, int i2, int i3) = RollingDie.Diecheck(dieroll3);
                    if (i1 != 0)
                    {
                        RollingDie thisRoll = new RollingDie(i1, i2, i3);
                        int        damage3  = thisRoll.Roll();
                        cumDamage += damage3;
                    }
                }
            }
            Defender.Hp -= cumDamage;                          // same as  Defender.Hp = Defender.Hp - damage;

            return(Defender.Hp);
        }
Esempio n. 11
0
        public static Character MageInitialize(Character a_character)
        {
            if (a_character.Exp <= 470)                           // 2500)  // this are straight from AD&D atm but will change as time goes on, will also have a better
            {
                a_character.Lvl = 1;
            }                                                           // check when going between levels by gaining experience
            else if (a_character.Exp <= 1756)                           //5000)
            {
                a_character.Lvl = 2;
            }
            else if (a_character.Exp <= 4775)                             // 10000)
            {
                a_character.Lvl = 3;
            }
            else if (a_character.Exp <= 11110)                             // 22500)
            {
                a_character.Lvl = 4;
            }
            else if (a_character.Exp <= 20508)                            //40000)
            {
                a_character.Lvl = 5;
            }
            else if (a_character.Exp <= 29537)                             // 60000)
            {
                a_character.Lvl = 6;
            }
            else if (a_character.Exp <= 46130)                                    // 90000)
            {
                a_character.Lvl = 7;
            }
            else if (a_character.Exp <= 63612)                                    // 135000)
            {
                a_character.Lvl = 8;
            }
            else if (a_character.Exp <= 105675)                                       // 250000)
            {
                a_character.Lvl = 9;
            }
            else if (a_character.Exp <= 183590)                                       // 375000)
            {
                a_character.Lvl = 10;
            }
            else if (a_character.Exp <= 270000)                                                //750000)
            {
                a_character.Lvl = 11;
            }
            else
            {
                a_character.Lvl = 12;
            }
            // gives initial level based on Experience points
            int HpConAdj = 0;

            if (a_character.Con <= 3)                  //Constitution Initial Hp bonuses different only for fighters I think
            {
                HpConAdj = -2;
            }
            else if (a_character.Con <= 6)
            {
                HpConAdj = -1;
            }
            else if (a_character.Con == 15)
            {
                HpConAdj = 1;
            }
            else if (a_character.Con >= 16)
            {
                HpConAdj = 2;
            }

            if (a_character.Lvl <= 11)                                                // as above level 11 just add hp I think
            {
                RollingDie lvl4d  = new RollingDie(4, a_character.Lvl);
                int        BaseHp = lvl4d.Roll();                                  // just cause I wanna watch it clearly
                a_character.MaxHp = BaseHp + (a_character.Lvl * HpConAdj);
                a_character.Hp    = a_character.MaxHp;
            }
            else
            {
                RollingDie lvl4d  = new RollingDie(4, a_character.Lvl);
                int        BaseHp = lvl4d.Roll();                                  // just cause I wanna watch it clearly
                a_character.MaxHp = BaseHp + (a_character.Lvl * HpConAdj) + (a_character.Lvl - 11);
                a_character.Hp    = a_character.MaxHp;
            }

            MageRecalcHitOn20(a_character);
            return(a_character);
        }