public static void GetArmor(player newPlayer) { Random rand = new Random(); //initialize armor to be returned armor Armor = new armor(); int rng = rand.Next(1, 100); if (rng >= 96) { Armor = LegendaryDrops.PullLegendaryArmor(newPlayer); } else { Armor = ArmorStats.GetEffects(newPlayer, Armor); while (true) { Console.WriteLine("Would you like to equip this armor?"); Console.WriteLine("Current set: "); ArmorStats.ShowArmorStats(newPlayer.armorEquipped); Console.WriteLine("\nNew set: "); ArmorStats.ShowArmorStats(Armor); Console.WriteLine("Would you like to equip the new armor?"); string armorChoice = Console.ReadLine(); if (armorChoice.ToLower() == "yes") { newPlayer.armorEquipped = Armor; break; } else if (armorChoice.ToLower() == "no") { Console.WriteLine("You toss the armor to the side."); break; } Console.Clear(); } } }
public static armor PullLegendaryArmor(player newPlayer) { armor Armor = new armor(); Random rand = new Random(); int armorRNG = rand.Next(20); if (armorRNG == 0) { //Chance to reflect bullets, nothing armor PowerArmor = new armor("T51-B Power Armor", "Reflect", 6, 1, 130); Armor = PowerArmor; } else if (armorRNG == 1) { //Critical percent, critical multiplier armor ShadowShroud = new armor("Shadow Shroud", "Critical Boost", 5, 1, 25); Armor = ShadowShroud; } else if (armorRNG == 2) { //RPG Damage, RPG Accuracy armor Astro = new armor("The Astro", "RPG Specialist", 10, 5, 45); Armor = Astro; } else if (armorRNG == 3) { //Pistol damage, pistol accuracy armor Cowboy = new armor("The Cowboy", "Pistol Specialist", 4, 10, 35); Armor = Cowboy; } else if (armorRNG == 4) { //Shotgun damage, shotgun accuracy armor Enforcer = new armor("The Enforcer", "Shotgun Specialist", 6, 4, 30); Armor = Enforcer; } else if (armorRNG == 5) { //Assault Rifle damage, accuracy armor Mercenary = new armor("The Mercenary", "Assault Rifle Specialist", 3, 3, 40); Armor = Mercenary; } else if (armorRNG == 6) { //SMG damage, SMG Accuracy armor Mobster = new armor("The Mobster", "SMG Specialist", 2, 4, 45); Armor = Mobster; } else if (armorRNG == 7) { //Melee Damage, melee accuracy armor Gladiator = new armor("The Gladiator", "Melee Specialist", 8, 3, 55); Armor = Gladiator; } else if (armorRNG == 8) { armor MartianSpaceSuit = new armor("Martian Space Suit", "Laser Specialist", 8, 25, 45); Armor = MartianSpaceSuit; } else if (armorRNG == 9) { armor MirrorGear = new armor("Mirror Gear", "Reflect", 12, 1, 120); Armor = MirrorGear; } else if (armorRNG == 10) { armor MasterSet = new armor("Master Set", "Universal Specialist", 2, 2, 35); Armor = MasterSet; } else if (armorRNG == 11) { armor NovaArmor = new armor("Nova Armor", "Stun", 15, 1, 95); Armor = NovaArmor; } else if (armorRNG == 12) { armor HellArmor = new armor("Hell Armor", "Damage Boost", 3, 1, 125); Armor = HellArmor; } else if (armorRNG == 13) { armor SniperOutfit = new armor("Sniper's Outfit", "Accuracy Boost", 15, 1, 110); Armor = SniperOutfit; } else if (armorRNG == 14) { armor TitanArmor = new armor("Titan Armor", "", 1, 1, 185); Armor = TitanArmor; } return(Armor); }
public static void ShowArmorStats(armor armorEquipped) { Console.WriteLine("Armor:\nName: " + armorEquipped.name + "\nDefense: " + armorEquipped.defense + "\nEffect: " + armorEquipped.effect); }
public static armor GetEffects(player newPlayer, armor newArmor) { Random rand = new Random(); if ((newArmor.defense <= 4 + newPlayer.level && newPlayer.level <= 25) || (newArmor.defense <= newPlayer.level - 10 && (newPlayer.level <= 50 && newPlayer.level > 25)) || (newArmor.defense <= newPlayer.level - 25 && newPlayer.level > 50)) { if (newPlayer.level <= 10) { newArmor.defense = rand.Next(1, 10); } else if (newPlayer.level <= 15) { newArmor.defense = rand.Next(2, 20); } else if (newPlayer.level <= 20) { newArmor.defense = rand.Next(3, 30); } else if (newPlayer.level <= 25) { newArmor.defense = rand.Next(5, 40); } else if (newPlayer.level <= 35) { newArmor.defense = rand.Next(10, 50); } else if (newPlayer.level <= 45) { newArmor.defense = rand.Next(15, 65); } else if (newPlayer.level <= 60) { newArmor.defense = rand.Next(15, 75); } else if (newPlayer.level <= 80) { newArmor.defense = rand.Next(15, 100); } else if (newPlayer.level <= 100) { newArmor.defense = rand.Next(20, 140); } else { newArmor.defense = rand.Next(25, 150); } int rng = rand.Next(0, 3); if (rng == 0) { newArmor.effect = "Reflect"; newArmor.bonus1 = rand.Next(3, 7); newArmor.bonus2 = 1; } else if (rng == 1) { newArmor.effect = "Stun"; newArmor.bonus1 = rand.Next(4, 8); newArmor.bonus2 = 1; } else if (rng == 1) { newArmor.effect = "Damage Boost"; newArmor.bonus1 = rand.Next(1, 2); newArmor.bonus2 = 0; } else if (rng == 2) { newArmor.effect = "Accuracy Boost"; newArmor.bonus1 = rand.Next(3, 6); newArmor.bonus2 = 0; } } else { newArmor.effect = ""; newArmor.bonus1 = 0; newArmor.bonus2 = 0; } return(newArmor); }