public bool intelligencePull() { bool chaos = false; switch (intelligence) { case Intelligence.Chaotic: chaos = Combat.rollCheck(60, 101); //sixty percent chance to make random move break; case Intelligence.Low: chaos = Combat.rollCheck(50, 101); break; case Intelligence.Normal: chaos = Combat.rollCheck(35, 101); break; case Intelligence.High: chaos = Combat.rollCheck(15, 101); break; case Intelligence.Mastermind: chaos = Combat.rollCheck(5, 101); break; default: chaos = false; break; } //Console.WriteLine(owner.Name + " chaos set to " + chaos.ToString()); return(chaos); }
public virtual void activate() { if (Combat.rollCheck(activateChance, 101)) { //skill activates readFunction(); } else { return; } }
int accuracyCheck() { int check = 0; float targetNum = ((user.tempAccuracy + accuracy) / targets[currentTarget].tempEvasion) * 100f; if (Combat.rollCheck((int)targetNum, 101)) { check = 1; } if (Combat.rollCheck((int)criticalRatio, 101)) { check = 2; } //roll for accuracy, return 1 if hit, 2 if crit return(check); }
private bool addStatus(string status, int stacks, int chance, string target, bool endFlag) { if (target == "enemies") { foreach (Character c in targets) { if (c.team != user.team) { if (Combat.rollCheck(chance, 101)) { c.addStatus(status); } } } if (endFlag) { return(false); } else { return(true); } } if (target == "allies") { foreach (Character c in targets) { if (c.team == user.team && c != user) {//use on allies and not self if (Combat.rollCheck(chance, 101)) { c.addStatus(status); } } } if (endFlag) { return(false); } else { return(true); } } if (target == "self") { if (Combat.rollCheck(chance, 101)) { user.addStatus(status); } if (endFlag) { return(false); } else { return(true); } } return(true); }