Esempio n. 1
0
        public static Actor CreateRandomActor(Actor.Attribute PrimaryAttribute, Actor.Attribute SecondaryAttribute)
        {
            RPGCalc calc = new RPGCalc();

            Actor newActor = new Actor();

            int[] rolls = calc.RollAttributes();

            // order int array by value
            Array.Sort(rolls, 0, rolls.Length);

            // clear actor's current attributes
            for (int i = 0; i < newActor.BaseAttributes.Length; i++)
            {
                newActor.BaseAttributes[i] = 0;
            }

            // fill important attributes with values
            int next = 5;

            newActor.BaseAttributes[(int)PrimaryAttribute]   = rolls[next--];
            newActor.BaseAttributes[(int)SecondaryAttribute] = rolls[next--];

            // fill rest
            for (int i = 0; i < newActor.BaseAttributes.Length; i++)
            {
                // find blank and fill with next
                if (newActor.BaseAttributes[i] == 0)
                {
                    newActor.BaseAttributes[i] = rolls[next--];
                }
            }

            newActor.Name = "Random Actor";

            // set current stats to match
            newActor.ResetAttributes();
            newActor.HPBaseMax = calc.GetBaseHP(newActor);
            newActor.MPBaseMax = calc.GetBaseMP(newActor);
            newActor.ResetStats();

            newActor.BaseSpeed    = RPGCalc.DEFAULT_SPEED;
            newActor.CurrentSpeed = newActor.BaseSpeed;
            newActor.lastAttack   = System.DateTime.Now;
            newActor.lastDamage   = new DateTime();

            newActor.SetAlignment(calc.RollAlignment());

            newActor.inventory.AddPackItem(RPGPotion.CreateRandomPotion());

            //newActor.SpellBook = RPGSpellBook.CreateRandomSpellbook();
            newActor.SpellBook = RPGSpellBook.CreateTestSpellbook();

            return(newActor);
        }
Esempio n. 2
0
        public Actor()
        {
            SetAttributesToDefault();

            this.HPBaseMax = new RPGCalc().GetBaseHP(this);
            this.MPBaseMax = new RPGCalc().GetBaseMP(this);

            Name = "Joseph";

            BaseSpeed    = RPGCalc.DEFAULT_SPEED;
            CurrentSpeed = BaseSpeed;

            m_baseAttack  = RPGCalc.DEFAULT_BASE_ATTACK;
            m_baseDefense = RPGCalc.DEFAULT_BASE_DEFENSE;
            m_baseDamage  = RPGCalc.DEFAULT_BASE_DAMAGE;

            LOSRange = RPGCalc.DEFAULT_LOS_RANGE;

            inventory = new Inventory(this);

            m_SpellBook = new RPGSpellBook();
            m_QuickBook = new RPGSpellBook(3);

            lastAttack = System.DateTime.Now;
            lastDamage = new DateTime();

            this.ImpedesWalking = true;

            Relation = RelationToPC.Neutral;

            RPGCalc calc = new RPGCalc();

            m_Lvl        = 1;
            m_ExpForKill = calc.GetExpForKill(this);

            AI = new ArtificialIntelligence(this);
            //AIActive = false; // enemies don't respond.
            AIActive = true;

            States = new ActionStates(this);

            // use all we have so far to calc complex numbers (HP/MP/Att/Def, etc);
            this.HPBaseMax = calc.GetBaseHP(this);
            this.MPBaseMax = calc.GetBaseMP(this);
            this.ResetStats();
        }
Esempio n. 3
0
        private void btn_Done_Click(object sender, EventArgs e)
        {
            if (m_currentPointsLeft > 0)
            {
                DialogResult dr = MessageBox.Show("You have points left to spend, are you sure you are done?", "", MessageBoxButtons.YesNo);
                if (dr != DialogResult.Yes)
                {
                    return;
                }
            }

            RPGCalc calc = new RPGCalc();

            ThisActor.HPBaseMax = calc.GetBaseHP(ThisActor);
            ThisActor.MPBaseMax = calc.GetBaseMP(ThisActor);

            this.ThisActor.ResetStats();

            cmd = Game.ExitCommand.Done;
            this.Close();
        }