//used when a player attacks an enemy public static int AttackEnemy(Entity enemy, Entity player) { int playerAttack = player.UseAttack(); int chance = ConsoleEffects.RandomNumber(1, 5); if (chance <= 3) { enemy.Health -= player.Attack; Console.WriteLine("\r\n" + player.Name + " hit " + enemy.Name + " for " + playerAttack + "."); CheckHealth(enemy); ConsoleEffects.TypeLine(enemy.Name + " has " + enemy.Health + " health.\r\n\r\n"); return(enemy.Health); } //double attack else if (chance == 4) { Console.WriteLine("\r\n" + player.Name + " hit " + enemy.Name + " for " + playerAttack + "."); System.Threading.Thread.Sleep(500); //possible random to decide damage int secondPlayerAttack = player.UseAttack(); enemy.Health -= (playerAttack + secondPlayerAttack); ConsoleEffects.ColorTextGreen(player.Name + " hits for a second attacks. " + player.Name + " hit " + enemy.Name + " for " + secondPlayerAttack + "."); CheckHealth(enemy); ConsoleEffects.TypeLine(enemy.Name + " has " + enemy.Health + " health.\r\n\r\n"); return(enemy.Health); } else if (chance == 5) { Console.WriteLine(enemy.Name + " dodged the attack.\r\n\r\n"); return(enemy.Health); } return(enemy.Health); }
public int CastFreeze() { int attack = ConsoleEffects.RandomNumber(5, 8); return(MagicAttack = attack); //should also freeze the enemy causing it to lose a turn. Enabled at higher level }
//used when an enemy attacks a player public static int AttackPlayer(Entity enemy, Entity player) { int enemyAttack = enemy.UseAttack(); int chance = ConsoleEffects.RandomNumber(1, 5); if (chance <= 3) { player.Health -= enemyAttack; CheckHealth(player); Console.WriteLine(enemy.Name + " hit " + player.Name + " for " + enemyAttack + "."); ConsoleEffects.TypeLine(player.Name + " has " + player.Health + " health.\r\n\r\n"); return(player.Health); } //enemy hits twice if (chance == 4) { ConsoleEffects.TypeLine(enemy.Name + " hit " + player.Name + " for " + enemyAttack + ".\r\n"); //possible random to decide damage int secondEnemyAttack = enemy.UseAttack(); player.Health -= (enemyAttack + secondEnemyAttack); CheckHealth(player); System.Threading.Thread.Sleep(500); ConsoleEffects.ColorTextRed(enemy.Name + " hits for a second attacks. " + enemy.Name + " hit " + player.Name + " for " + secondEnemyAttack + "."); ConsoleEffects.TypeLine(player.Name + " has " + player.Health + " health.\r\n\r\n"); return(player.Health); } Console.WriteLine(player.Name + " dodged the attack.\r\n"); return(player.Health); }
//End Fight Process public static int LootEnemy(Entity player, Entity enemy) { int goldAmount = ConsoleEffects.RandomNumber(8, enemy.Gold); ConsoleEffects.TypeLine(enemy.Name + " dropped " + goldAmount + " gold.\r\n"); player.Gold += goldAmount; ConsoleEffects.TypeLine(player.Name + " now has " + player.Gold + " gold."); return(player.Gold); }
public override int UseAttack() { int attack = ConsoleEffects.RandomNumber(3, 5); return(Attack = attack); }
public int CastFire() { int attack = ConsoleEffects.RandomNumber(10, 15); return(MagicAttack = attack); }
public override int RollMana() { int maxMana = ConsoleEffects.RandomNumber(25, 33); return(MaxMana = maxMana); }
public int CastSmite() { int attack = ConsoleEffects.RandomNumber(5, 8); return(MagicAttack = attack); }
public int CastHeal() { int heal = ConsoleEffects.RandomNumber(5, 8); return(Health += heal); }
public override int RollHealth() { int maxHealth = ConsoleEffects.RandomNumber(125, 150); return(MaxHealth = maxHealth); }