public static void GenerateShield(Combatant hero) { double tempAbsorb = (double)hero.MaxHP * .02; hero.AbsorbAmount += (int)tempAbsorb; }
public static Combatant LoadGame() { string dir = "Saves"; Combatant hero = new Combatant("name", "class"); string[] files = (Directory.GetFiles(dir)); foreach (var file in files) { CombatMethods.combatLog.Insert(0, file); } string path = Console.ReadLine(); path = Path.Combine(dir, path); if (File.Exists(path)) { StreamReader sr = new StreamReader(path); while (!sr.EndOfStream) { string[] nameClass = sr.ReadLine().Split('|'); hero.Name = nameClass[0]; hero.ClassType = nameClass[1]; string[] hpMp = sr.ReadLine().Split('|'); hero.HP = int.Parse(hpMp[0]); hero.MaxHP = int.Parse(hpMp[1]); hero.MP = int.Parse(hpMp[2]); hero.MaxMP = int.Parse(hpMp[3]); string[] stats = sr.ReadLine().Split('|'); hero.Agility = int.Parse(stats[0]); hero.Strength = int.Parse(stats[1]); hero.Intelligence = int.Parse(stats[2]); string[] damageModifiers = sr.ReadLine().Split('|'); hero.AttackPower = double.Parse(damageModifiers[0]); hero.Defense = double.Parse(damageModifiers[1]); hero.CriticalHitRate = double.Parse(damageModifiers[2]); hero.DodgeRate = double.Parse(damageModifiers[3]); string[] lvlGold = sr.ReadLine().Split('|'); hero.Experience = int.Parse(lvlGold[0]); hero.ExperienceToLevel = int.Parse(lvlGold[1]); hero.Gold = int.Parse(lvlGold[2]); hero.SkillPoints = int.Parse(lvlGold[3]); List <string> inventory = new List <string>(sr.ReadLine().Split('|')); inventory.RemoveAt(inventory.Count - 1); for (int i = 0; i < inventory.Count - 1; i += 2) { hero.Inventory[inventory[i]] = int.Parse(inventory[i + 1]); } List <string> skills = new List <string>(sr.ReadLine().Split('|')); skills.RemoveAt(skills.Count - 1); for (int i = 0; i < skills.Count - 1; i += 2) { hero.Skills[skills[i]] = (skills[i + 1]); } } sr.Close(); return(hero); } else { Console.ReadKey(); return(null); } }
public void EnemyTurn(Combatant hero, Combatant enemy) { Random random = new Random(); CombatMethods.Attack(StoredCombatants.Enemy, StoredCombatants.Hero); }