private void applyItem(Character actingCharacter, Character target) { /* This is an absolute horrible way to do inventory. There will be an if statement for each type of consumable. * Actually design a good inventory system if there's time. R.F. 3/14/2014 */ if (usedItem.WhichItem == ItemEnum.HEALTHPOTION) {/* start if */ target.restoreHealth((int)((usedItem.BaseDamage/ 100.0) * target.MaximumHealth)); }/* end if */ if (usedItem.WhichItem == ItemEnum.MANAPOTION) {/* start if */ target.restoreMana((int)((usedItem.BaseDamage/100.0) * target.MaximumMana)); }/* end if */ if(usedItem.WhichItem == ItemEnum.BOMB ) {/* start if */ target.takeDamage(usedItem.BaseDamage); }/* end if */ battleEvents.Add(new BattleEvent(actingCharacter, this, target)); }
private void applyAbility(Character actingCharacter, Character target, int base_stat) { if (usedAbility.HEALING) { target.restoreHealth(usedAbility.BaseDamage * base_stat); } else { target.takeDamage(usedAbility.BaseDamage * base_stat); } battleEvents.Add(new BattleEvent(actingCharacter, this, target)); }
private void applyAbility(Character actingCharacter, Character target, int base_stat) { damage = usedAbility.BaseDamage * base_stat; if (!usedAbility.AffectEnemy) { target.restoreHealth(damage); } else { target.takeDamage(damage); } battleEvents.Add(new BattleEvent(actingCharacter, this, target)); }
private void applyItem(Character actingCharacter, Character target) { if (usedItem.IsMana) { target.restoreHealth((100 / usedItem.BaseDamage) * target.MaximumHealth); } else if (usedItem.IsHealthPotion) { target.restoreMana((100 / usedItem.BaseDamage) * target.MaximumHealth); } else /*This assumes that the default/only other consumable item is a bomb. v___v*/ { target.takeDamage((100 / usedItem.BaseDamage) * target.MaximumHealth); } battleEvents.Add(new BattleEvent(actingCharacter, this, target)); }