/*************************** FIGHTS ***************************/ public bool FightRandomMonster(bool possibleToEscape = false) { // player will fight against a random monster // returns battle result (true = victory) // xp can be gained here, but gold/items cannot (you can do this separately inside your interaction) // unlike fights with wild monsters, in this fight it is impossible to run away by default // if you want to make it possible to run away, provide the optional argument and set it to true try { Monster monster = Index.RandomMonsterFactory().Clone().Create(); if (monster != null) { Display.BattleScene newBattleScene = new Display.BattleScene(parentPage, this, CurrentPlayer, monster); Battle newBattle = new Battle(this, newBattleScene, monster, false, possibleToEscape); newBattle.Run(); if (newBattle.battleResult) { UpdateStat(7, monster.XPValue); } return(newBattle.battleResult); } } catch (IndexOutOfRangeException e) { parentPage.AddConsoleText("Podjeto nieudana probe wygenerowania potwora. Czy klasa Index zostala zaktualizowana?"); parentPage.AddConsoleText(e.Message); } return(false); }
public void FightThisMonster(Monster monster) { // player will fight against a particular monster // xp can be gained here, but gold/items cannot (you can do this separately inside your interaction) if (monster != null) { Display.BattleScene newBattleScene = new Display.BattleScene(parentPage, currentPlayer, monster); Battle newBattle = new Battle(this, newBattleScene, monster, false); newBattle.Run(); if (newBattle.battleResult) { UpdateStat(7, monster.XPValue); } } }
public bool FightThisMonster(Monster monster, bool possibleToEscape = false) { // player will fight against a particular monster // returns battle result (true = victory) // xp can be gained here, but gold/items cannot (you can do this separately inside your interaction) // unlike fights with wild monsters, in this fight it is impossible to run away by default // if you want to make it possible to run away, provide the optional second argument and set it to true if (monster != null) { Display.BattleScene newBattleScene = new Display.BattleScene(parentPage, this, CurrentPlayer, monster); Battle newBattle = new Battle(this, newBattleScene, monster, false, possibleToEscape); newBattle.Run(); if (newBattle.battleResult) { UpdateStat(7, monster.XPValue); } return(newBattle.battleResult); } return(true); }
/*************************** FIGHTS ***************************/ public void FightRandomMonster() { // player will fight against a random monster // xp can be gained here, but gold/items cannot (you can do this separately inside your interaction) try { Monster monster = Index.RandomMonsterFactory().Clone().Create(currentPlayer.Level); if (monster != null) { Display.BattleScene newBattleScene = new Display.BattleScene(parentPage, currentPlayer, monster); Battle newBattle = new Battle(this, newBattleScene, monster, false); newBattle.Run(); if (newBattle.battleResult) { UpdateStat(7, monster.XPValue); } } } catch (IndexOutOfRangeException e) { parentPage.AddConsoleText("An attempt was made to create a monster but something went wrong. Did you remember to update the Index class?"); parentPage.AddConsoleText(e.Message); } }