public void printPlayer(Player character) { Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("Player:\n\t" + "HP: " + character.HP + "\n\t" + "SCD: " + character.SCD + "\n\t" + "PS: " + character.PS + "\n\t" + "PE: " + character.PE + "\n\t" + "IQ: " + character.IQ + "\n\t" + "ME: " + character.ME + "\n\t" + "MA: " + character.MA + "\n\t" + "PB: " + character.PB + "\n\t" + "SPD: " + character.SPD + "\n\t" + "Strike: " + character.Strike + "\n\t" + "Dodge: " + character.Dodge + "\n\t" + "Parry: " + character.Parry + "\n\t" + "Squares to move: " + character.SquaresToMove + "\n\t" + "Name " + character.Name + "\n\t" + "Is living: " + character.IsLiving + "\n\t" + "Can Dodge: " + character.CanDodge + "\n\t" + "Can Parry: " + character.CanParry + "\n\n\t" + "Player class: " + character.PlayerClass + "\n\t" + "inventory: " + character.inventory + "\n\t" + "Zombify chance: " + character.ZombifyChance + "%\n\t" + "Money: " + character.Money + "\n\t" + "Initiative: " + character.Initiative + "\n\t" + "Armor rating: " + character.AR); Console.ResetColor(); }
public void DropItem(Player player, bool isWeapon, int inventoryIndex, int[] square) { //if (player is Player) //{ // Player tempP = (Player)player; // player = tempP; //} int currentlyAllowedSquares = player.SquaresToMove; PlayerItem item; if (currentlyAllowedSquares >= dropItem) { currentlyAllowedSquares -= dropItem; if (isWeapon) { //item = player.inventory[inventoryIndex]; player.setItemAt(inventoryIndex); item = player.ItemAt; player.killItemAt(inventoryIndex); grid[square[0], square[1]].Items.Add(item); } else { player.setItemAt(inventoryIndex); item = player.ItemAt; player.killItemAt(inventoryIndex); grid[square[0], square[1]].Items.Add(item); } } else { Console.WriteLine("Player Does not currently have enough squares to Drop Item at Index " + inventoryIndex); } }