public Tavern() { taMercenary = new PlayableChar[taMercQty]; for (int i = 0; i < taMercenary.Length; i++) { taMercenary[i] = new PlayableChar(); } }
public void Attack(PlayableChar pc) { float atk = 0; if (HitChance()) { if (pc.DodgeChance()) { Console.WriteLine(pc.name + " dodged the attack."); } else { if (CritChance()) { atk += atkPower * critChance; } else { atk += atkPower; } atk = atk * AttackDeviRate(); atk = MathF.Ceiling(atk); pc.hp -= atk; Console.WriteLine(name + " attacked to " + pc.name + " and damaged " + atk + " HP."); if (pc.hp <= 0) { Console.WriteLine(pc.name + " died."); pc = null; } } } else { Console.WriteLine(name + " missed the enemy."); } }
public TownSquare(string name, Tavern tavern, Store store) { this.name = name; librarian = new Protagonist(); //Tavern taName = "tavern"; taMercenary = new PlayableChar[taMercQty]; for (int i = 0; i < taMercenary.Length; i++) { taMercenary[i] = new PlayableChar(); } //Store stName = "store"; stArmor = new Armor[8]; stAccessory = new Accessory[8]; stWeapon = new Weapon[8]; //Outskirts outskirts = new Outskirts(); }
public void BuyMerc(PlayableChar newMerc) { mercenary[2] = newMerc; MercCompactor(); }