public void ManaWeaponAttack(Mortal receiver) { float baseDamage = Damage + 3; //receiver.Mana -= 5; receiver.Health -= (baseDamage * 1); }
public void Heal(Mortal character) { if (spellCost(25)) { character.Health = (float)Math.Abs(character.Intelligence * ((rand.NextDouble() + .6) * Level)); } }
public void Meteor(Mortal receiver) { if (spellCost(50)) { receiver.Health -= (float)Math.Abs(30 * (Level * .2)); } }
public void Fireball(Mortal receiver) { if (spellCost(20)) { float baseDamage = (float)Math.Abs((5 + ((Intelligence + Wisdom) * .2)) * (rand.NextDouble() + 2.7 * Level)); receiver.Health -= baseDamage; } }
public void Spark(Mortal receiver) { if (spellCost(10)) { float baseDamage = (float)Math.Abs(((6 + ((Intelligence + Wisdom) * .33) * (rand.NextDouble() + 2.8 * Level)))); receiver.Health -= baseDamage; } }
public void BloodMagic(Mortal character, Mortal receiver) { if (character.Health - 50 >= 0) { character.Health -= 50; receiver.Health -= (float)Math.Abs(40 * (Level * .4)); } }
public void IceBlast(Mortal receiver) { if (spellCost(30)) { float baseDamage = (float)Math.Abs((6 + ((Intelligence + Wisdom * .4)) * (rand.NextDouble() * 3 + Level))); receiver.Health -= baseDamage; } }
public void SimpleAttack(Mortal receiver) { float baseDamage = Math.Abs(Str * 1.2f - receiver.Def); float randMax = 1 + SIMPLEATTACK_RANDOM_AMT; float randMin = 1 - SIMPLEATTACK_RANDOM_AMT; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); }
/* * //function to check if characters stats are below 0 ie mana,strength,etc * public void statCheck(Mortal Character, Mortal receiver) * { * if(Character) * } */ public void WeakenAttack(Mortal receiver) { if (receiver.Str <= 0) { return; } receiver.Str -= 1; Mana -= 10; }
public void Attack2(Mortal receiver) { if (Mana != 0) { float baseDamage = (float)Math.Abs(Mana * .75 + Level); receiver.Health -= baseDamage; Mana = 0; } return; }
public void WeakenAttack(Mortal receiver) { if (receiver.Str < 0) { return; } if (spellCost(15)) { receiver.Str -= 1; } }
public void MagicAttack(Mortal receiver) { float strCoeffient = 0.2f; float ManaCoeffient = 0.5f; if (Mana >= 5) { float baseDamage = 0; Mana = Mana - 5; switch (Game.GetGame().Character.ClassType) { case classSystem.SCRUM: strCoeffient = 0.5f; ManaCoeffient = 0.3f; break; case classSystem.WARRIOR: strCoeffient = 0.8f; ManaCoeffient = 0.3f; break; case classSystem.MAGICIAN: Mana = Mana - 5; strCoeffient = 0.5f; ManaCoeffient = 1.0f; break; case classSystem.ARCHER: strCoeffient = 0.5f; ManaCoeffient = 0.5f; break; default: strCoeffient = 0.1f; ManaCoeffient = 0.1f; break; } baseDamage = Math.Abs(Str * strCoeffient + ManaCoeffient * MaxMana - receiver.Def); float randMax = 1 + SIMPLEATTACK_RANDOM_AMT; float randMin = 1 - SIMPLEATTACK_RANDOM_AMT; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); } else { Console.WriteLine("YOU DONT HAVE ENOUGH MANA"); } }
//all methods of attack #region Abilities public void SimpleAttack(Mortal receiver) { if (Str <= 0) { return; } float baseDamage = Math.Abs(9 + (Strength * .9f - receiver.Def)); float randMax = 1 + SIMPLEATTACK_RANDOM_AMT; float randMin = 1 - SIMPLEATTACK_RANDOM_AMT; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); }
public void BigStab(Mortal receiver) { if (Str <= 0) { return; } float baseDamage = Math.Abs(4 + (Strength * 2.8f - receiver.Def)); float randMax = 1 + .6f; float randMin = 1 - .4f; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); }
public void EnemyAttack(Mortal receiver) { if (Str <= 0) { return; } float baseDamage = (float)Math.Abs(2.2 * receiver.Level + (Str * 1.9f - receiver.Def)); float randMax = 1 + SIMPLEATTACK_RANDOM_AMT; float randMin = 1 - SIMPLEATTACK_RANDOM_AMT; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); }
public void SimpleAttack(Mortal receiver) { float baseDamage = Math.Max(GetModifiedStat("Str") * 1.2f - receiver.GetModifiedStat("Def"), 0); // add weapon damage if applicable if (EquippedWeapon != null && EquippedWeapon.Type == WeaponType.Physical) { baseDamage += EquippedWeapon.DamageModifier; } float randMax = 1 + SIMPLEATTACK_RANDOM_AMT; float randMin = 1 - SIMPLEATTACK_RANDOM_AMT; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); }
public void MagicAttack(Mortal receiver, Mortal sender) { float baseDamage = Math.Max(GetModifiedStat("Str") * 1.5f - receiver.GetModifiedStat("Def"), 0); // add weapon damage if applicable if (EquippedWeapon != null && EquippedWeapon.Type == WeaponType.Magical) { baseDamage += EquippedWeapon.DamageModifier; } float randMax = 1 + MAGICATTACK_RANDOM_AMT; float randMin = 1 - MAGICATTACK_RANDOM_AMT; float randMult = (float)(rand.NextDouble() * (randMax - randMin)) + randMin; receiver.Health -= (baseDamage * randMult); sender.Mana -= 5; }
public void Heal(Mortal receiver) { receiver.Health += 5; receiver.Mana -= 5; }
public void Heal(Mortal receiver) { receiver.Health += 15; }
public void SimpleAttack(Mortal receiver, Weapon weapon = null) { Boolean dodge = false; Random random = new Random(); if (receiver is GameLibrary.Character) { int randomNumber = random.Next(0, 100); if (Game.GetGame().Character.ClassType == classSystem.ARCHER) { if (Game.GetGame().Character.Luck *3 > randomNumber) { dodge = true; } } else { if (Game.GetGame().Character.Luck > randomNumber) { dodge = true; } } } if (!dodge) { float baseDamage = 0; float strCoeffient = 1.0f; switch (Game.GetGame().Character.ClassType) { case classSystem.SCRUM: strCoeffient = 1.0f; break; case classSystem.WARRIOR: strCoeffient = 2.0f; break; case classSystem.MAGICIAN: strCoeffient = 0.7f; break; case classSystem.ARCHER: strCoeffient = 1.2f; break; default: baseDamage = 0; break; } baseDamage = Math.Abs(Str * strCoeffient - receiver.Def); if (Game.GetGame().Character.ClassType == classSystem.ARCHER) { if (Game.GetGame().Character.Luck > random.Next(0, 100)) { Console.WriteLine(baseDamage); baseDamage = baseDamage * (100f + 5.0f * Game.GetGame().Character.Luck) / 100.0f; Console.WriteLine(baseDamage); } } float randMax = 1 + SIMPLEATTACK_RANDOM_AMT; float randMin = 1 - SIMPLEATTACK_RANDOM_AMT; float randMult; if (weapon != null) { if (weapon.wID == 3) { randMult = (float)((rand.NextDouble() * (randMax - randMin)) + randMin * (float)weapon.damMod); double chance = rand.NextDouble(); if (chance < .15) { randMult *= (float)2.0; } } else { randMult = (float)((rand.NextDouble() * (randMax - randMin)) + randMin * (float)weapon.damMod); } } else { randMult = (float)((rand.NextDouble() * (randMax - randMin)) + randMin); } if (receiver.Speed > 0) { } receiver.Health -= (baseDamage * randMult); } }
public abstract void OnEquipped(Mortal equipper);
public abstract void OnUnequipped(Mortal unequipper);
public void WeaponAttack(Mortal reciever) { Character character = Game.GetGame().Character; reciever.Health = reciever.Health - (character.Str * 2); }
public void Attack2(Mortal receiver) { receiver.Health = 0; }
public void Mercy(Mortal receiver) { Mana = 0; receiver.Health = 1; }
public void PocketSand(Mortal receiver) { receiver.Health -= 1; }
//public float Health { get; protected set; } public void SimpleWeaponAttack(Mortal receiver) { float baseDamage = Damage; receiver.Health -= (baseDamage * 1); }