public static void Story01() { Story.Chapter = "01"; if (Story.storysent == false) { //textwidth must be 120 characers across for proper formatting Console.WriteLine("You wake from a restless slumber in a room unfamiliar to you. The air is dank and you can see spears of light piercing "); Console.WriteLine("through the crumbling marble that were once great walls. The cot beneath you protests as you stir. Searching your"); Console.WriteLine("surroundings it appears to be a long forgotten room. Disheveled wooden furnishings and a large matted carpet rests upon"); Console.WriteLine("a wooden floor. Dust, webbings and moss have claimed this place. The floor beneath you groans as you find your footing"); Console.WriteLine("and you make your way towards the door that now hangs almost completely off its hinges."); Console.WriteLine("A huge ornate chandelier dangles precariously and somehow beautifully above as you being to wonder how you wound up"); Console.WriteLine("here."); Console.WriteLine("Press Enter to continue"); Continue(0); Console.WriteLine("Under the light fixture, there is a long table with various silverware next to various fruit, some neatly placed " + "in bowls and other strewn about, staining the tablecloth and littering the floor. Your eye rests upon a decently sized carving knife " + "near the center next to a huge peice of rotting meat. Closer to you, is a " + "broken chair with a piece that could also be used to defend yourself. Wanting to keep a free hand you decide to carry one of these items");; Console.WriteLine("Would you prefer the wooden Club or the rusty Knife?"); storysent = true; Console.WriteLine(); Console.WriteLine("Press 'H' To review menu options. You can utilize this whenever you presented with a Choice"); Console.WriteLine(); } else { Console.Clear(); Console.WriteLine("Under the light fixture, there is a long table with various silverware next to rotting fruit, some neatly placed " + "in bowls and other strewn about on the floor. Your eye rests upon a decently sized carving knife. Closer to you, is a large " + "chair in parts with a piece from it resembling a club. Wanting to keep a free hand you decide to carry one of these items"); Console.WriteLine("Would you prefer the wooden Club or the rusty Knife?"); Console.WriteLine(); } string[] choices = { "Club", "Knife" }; Selection = Menus.ChoiceSelection(choices); switch (Selection) { case ConsoleKey.D1: Console.WriteLine("You Picked up the improvised Club"); Blunt Club = new Blunt("Wooden Club", "A piece of furnishing was part of a chair.", 3) { Attributes = new string[] { "Blunt", "Heavy", "Brittle" } }; Club.ToInv(); break; case ConsoleKey.D2: Console.WriteLine("You Grabbed The Knife From the dinner table"); Blade Knife = new Blade("Dull Knife", "A small rusted carving knife.", 3); Knife.ToInv(); break; } //reset the storysent variable at the end of chapter storysent = false; //Continue the Story Story02(); }
//Blade public static int Stab(Blade Weapon) { int weapondam = diceroll.Next(-2, 2) + Weapon.Damage; int Damage = weapondam + diceroll.Next(0, Character.strength / 2); Console.WriteLine($"You rush foward to plunge the {Character.Equipped.Name} into the enemy."); Story.Continue(0); return(Damage); }
public static int Slash(Blade Weapon) { IsQuick = true; int weapondam = diceroll.Next(-1, 1) + Weapon.Damage; int Damage = weapondam + diceroll.Next(0, Character.finesse); Console.WriteLine("You unleash a flurry of quick strikes."); Story.Continue(0); return(Damage); }
public static void DevActions() { Console.WriteLine("Here be the testing envoirnment"); Blade Knife = new Blade("Dull Knife", "A small rusted carving knife.", 3); Blade dullknife = new Blade("Worn Knife", "A small rusted carving knife.", 6); dullknife.ToInv(); Knife.ToInv(); Story.Continue(0); maxInventory = 4; dullknife.Equip(); Entities ManBat = new Entities { Name = "Grotesque Bat", movelist = new string[] { "Hunt", "Bite", "Overwhelm", "Bulwark" } }; isInBattle = true; Battle(ManBat); }