/** * Output text when used in given manner */ public override bool use(Player player) { Console.WriteLine(GeneralDataLibrary.I() + "The " + name + " is written with " + keyword + " text:"); GeneralDataLibrary.Break(); Console.WriteLine(GeneralDataLibrary.I() + "Granted by: " + author); Console.WriteLine(GeneralDataLibrary.I() + date); GeneralDataLibrary.Break(); GeneralDataLibrary.Break(); Console.WriteLine(GeneralDataLibrary.I() + "Destined to: " + recipient); GeneralDataLibrary.Break(); Console.Write(mainText); return(false); }
/** * Handle the enemies AI needed for this game */ public void HandleAi(Character player) { Console.WriteLine(GeneralDataLibrary.I() + GeneralDataLibrary.Note() + attackShout); GeneralDataLibrary.Break(); if (attack(this, player)) { Console.WriteLine(GeneralDataLibrary.I() + "You have died!"); } else { Console.WriteLine(GeneralDataLibrary.I() + "You have: " + player.Health + " health left!"); } GeneralDataLibrary.Break(); }
/** * All things that trigger upon attack an enemy */ public override uint attack(Character character) { bool canCreate = true; for (int i = character.CurrentStatusEffects.Count - 1; i >= 0; i--) { if (character.CurrentStatusEffects[i].Name == "Heel Cut") { canCreate = false; } } if (canCreate) { Console.WriteLine(GeneralDataLibrary.Note() + "The blade created a heel cut!"); GeneralDataLibrary.Break(); character.createStatusEffects(character, 0, 0, 5, 0, 1, 3, "Heel Cut", "A cut your heel that drains you as you go from room to room"); } durability--; return(damage); }