//pAR= Player Attack Roll //Uses the same calculation as before, but a roll for the damage of the weapon is added. public void Attack(Villain badman) { Random rnd = new Random(); int pAR = rnd.Next(1, 21); int wpnRoll = rnd.Next(wpn.wpnMinBaseDamage, wpn.wpnMaxBaseDamage); if ((pAR + AB) < (badman.villainBaseAC + badman.villainArmorAC)) { Console.WriteLine("You roll " + (pAR + AB) + " against " + badman.villainName + "'s armorclass of " + (badman.villainBaseAC + badman.villainArmorAC) + ". You miss."); } else { Console.WriteLine("You roll " + (pAR + AB) + " against " + badman.villainName + "'s armorclass of " + (badman.villainBaseAC + badman.villainArmorAC) + ". You hit " + badman.villainName + " for " + (Damage + wpnRoll) + " damage."); badman.currentHP = badman.currentHp - (Damage + wpnRoll); Console.WriteLine(badman.villainName + " has " + badman.currentHP + " HP left."); } Console.ReadLine(); }
public Combat(Player p, Villain cpu) { p1 = p; enemy = cpu; }