private void CheckLevelIncreases(IMessageChannel battleChannel) { var nextLevel = NinjaLevel.Levels[Level.Number + 1]; if (ExpLevel < nextLevel.ExpRequirements) { return; } ExpLevel = 0; Level = nextLevel; var loc = Skills.AddNewSkill(); var levelUpMessage = "<@!" + UserId + "> has leveled up to a " + Level.Name + "."; if (loc != -1) { var skill = Skills[loc]; if (skill.Level == 1) { levelUpMessage += " Obtained new skill **" + skill.BaseSkill.Name + "**!"; } else { levelUpMessage += " Upgraded skill to **" + skill.BaseSkill.Name + " " + skill.GetLevelText() + "**!"; } } battleChannel?.SendMessageAsync(levelUpMessage); }
public int Prestige() { if (Level.Number == 0) { return(0); } // Create Tokens var tokensEarned = Level.Number; Tokens += tokensEarned; // Reset Everything ExpLevel = 0; Level = NinjaLevel.Levels[0]; MaxHP = 30; CurrentHP = 30; MaxStamina = 10; CurrentStamina = 10; HitMinimum = 2; HitMaximum = 5; Speed = 2.5; return(tokensEarned); }
public NinjaSaveProfile( ulong userId, int maxHP, int cHP, int stamina, int hitMin, int hitMax, double speed, IEnumerable <NinjaSkill> skills, int expLevel, NinjaLevel level, string challengeMessage) { UserId = userId; MaxHP = maxHP; CurrentHP = cHP; MaxStamina = stamina; HitMinimum = hitMin; HitMaximum = hitMax; Speed = speed; ExpLevel = expLevel; LevelIndex = level.Number; ChallengeMessage = challengeMessage; foreach (var skill in skills) { Skills.Add(skill.CreateSaveSkill()); } }
public NinjaProfile(ulong userId) { UserId = userId; Level = NinjaLevel.Levels[0]; IncreaseStats(10); }