Exemplo n.º 1
0
        public Item CreateItem(string name)
        {
            {
                Item item;

                switch (name)
                {
                case "BroadAxe":
                    item = new BroadAxe();
                    break;

                case "Flail":
                    item = new Flail();
                    break;

                case "Scepter":
                    item = new Scepter();
                    break;

                case "ShortSword":
                    item = new ShortSword();
                    break;

                case "Occulus":
                    item = new Occulus();
                    break;

                case "BoneShield":
                    item = new BoneShield();
                    break;

                default:
                    throw new ArgumentException($"invalid item \"{name}\"");
                }

                return(item);
            }
        }
Exemplo n.º 2
0
        public static PlayerClass ClericClass()
        {
            var cleric = new PlayerClass
            {
                Name               = "Cleric",
                IsBaseClass        = true,
                ExperienceModifier = 2000,
                HelpText           = new Help(),
                Skills             = new List <Skill>(),
                ReclassOptions     = new List <PlayerClass>(),
                MaxHpGain          = 15,
                MinHpGain          = 10,
                MaxManaGain        = 15,
                MinManaGain        = 10,
                MaxEnduranceGain   = 15,
                MinEnduranceGain   = 11,
                StatBonusStr       = 1,
                StatBonusCon       = 1
            };

            #region  Lvl 1 skills

            var blunt = BluntWeapons.BluntWeaponsAb();
            blunt.Learned     = true;
            blunt.Proficiency = 25;
            cleric.Skills.Add(blunt);



            var causeLight = CauseLight.causeLightAb();
            causeLight.Learned     = true;
            causeLight.Proficiency = 50;
            cleric.Skills.Add(causeLight);


            #endregion

            #region  Lvl 2 skills


            var cureLight = CureLight.CureLightAb();
            cureLight.Learned     = true;
            cureLight.Proficiency = 50;
            cleric.Skills.Add(cureLight);


            #endregion

            #region  Lvl 3 skills


            var detectInvis = DetectInvis.DetectInvisAb();
            detectInvis.Learned     = true;
            detectInvis.Proficiency = 50;
            cleric.Skills.Add(detectInvis);


            #endregion


            #region  Lvl 5 skills


            var armour = Armour.ArmourAb();
            armour.Learned       = true;
            armour.LevelObtained = 1;
            armour.Proficiency   = 50;
            cleric.Skills.Add(armour);

            var flail = Flail.FlailAb();
            flail.Learned       = true;
            flail.LevelObtained = 1;
            flail.Proficiency   = 50;
            cleric.Skills.Add(flail);

            var mount = Mount.MountAb();
            mount.Learned       = true;
            mount.LevelObtained = 1;
            mount.Proficiency   = 50;
            cleric.Skills.Add(mount);


            #endregion


            #region  Lvl 6 skills


            var cureBlind = CureBlindness.CureBlindnessAb();
            cureBlind.Learned       = true;
            cureBlind.LevelObtained = 1;
            cureBlind.Proficiency   = 50;
            cleric.Skills.Add(cureBlind);


            #endregion

            cleric.ReclassOptions.Add(Ranger.RangerClass());

            return(cleric);
        }
Exemplo n.º 3
0
        public static void Weapon()
        {
            string prefixName;
            int    prefixValue;
            string prefixStat;

            (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon");

            string suffixName;
            string suffixStat;
            int    suffixValue;

            (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon");


            int _weaponType = random.Next(1, 27); //26 weapons

            switch (_weaponType)
            {
            case 1:
                Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue);
                axe.WeaponAddToInventory();
                break;

            case 2:
                BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                bastardSword.WeaponAddToInventory();
                break;

            case 3:
                BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                battleAxe.WeaponAddToInventory();
                break;

            case 4:
                Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                blade.WeaponAddToInventory();
                break;

            case 5:
                BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                broadAxe.WeaponAddToInventory();
                break;

            case 6:
                BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                broadSword.WeaponAddToInventory();
                break;

            case 7:
                Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                claymore.WeaponAddToInventory();
                break;

            case 8:
                Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                club.WeaponAddToInventory();
                break;

            case 9:
                Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                dagger.WeaponAddToInventory();
                break;

            case 10:
                Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                falchion.WeaponAddToInventory();
                break;

            case 11:
                Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                flail.WeaponAddToInventory();
                break;

            case 12:
                GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                greatAxe.WeaponAddToInventory();
                break;

            case 13:
                GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                greatSword.WeaponAddToInventory();
                break;

            case 14:
                LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                largeAxe.WeaponAddToInventory();
                break;

            case 15:
                LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                longSword.WeaponAddToInventory();
                break;

            case 16:
                Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                mace.WeaponAddToInventory();
                break;

            case 17:
                Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                maul.WeaponAddToInventory();
                break;

            case 19:
                MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                morningStar.WeaponAddToInventory();
                break;

            case 20:
                Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                sabre.WeaponAddToInventory();
                break;

            case 21:
                Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                scimitar.WeaponAddToInventory();
                break;

            case 22:
                ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                shortSword.WeaponAddToInventory();
                break;

            case 23:
                SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                smallAxe.WeaponAddToInventory();
                break;

            case 24:
                SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                spikedClub.WeaponAddToInventory();
                break;

            case 25:
                TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                twoHandedSword.WeaponAddToInventory();
                break;

            case 26:
                WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                warHammer.WeaponAddToInventory();
                break;
            }
        }
Exemplo n.º 4
0
        public IWeapon Create(int value)
        {
            var     random = new Random();
            IWeapon Weapon = null;

            if (value == 1)
            {
                switch (random.Next(1, 3))
                {
                case 1:
                    Weapon = new Dagger();
                    break;

                case 2:
                    Weapon = new Flail();
                    break;

                case 3:
                    Weapon = new Warhammer();
                    break;
                }
            }


            else if (value == 2)
            {
                switch (random.Next(1, 3))
                {
                case 1:
                    Weapon = new Flail();
                    break;

                case 2:
                    Weapon = new Warhammer();
                    break;

                case 3:
                    Weapon = new Sword();
                    break;
                }
            }

            else if (value == 3)
            {
                switch (random.Next(1, 3))
                {
                case 1:
                    Weapon = new Warhammer();
                    break;

                case 2:
                    Weapon = new Sword();
                    break;

                case 3:
                    Weapon = new EnchantedDagger();
                    break;
                }
            }

            else if (value == 4)
            {
                switch (random.Next(1, 3))
                {
                case 1:
                    Weapon = new Sword();
                    break;

                case 2:
                    Weapon = new EnchantedDagger();
                    break;

                case 3:
                    Weapon = new EnchantedFlail();
                    break;
                }
            }

            else if (value == 5)
            {
                switch (random.Next(1, 3))
                {
                case 1:
                    Weapon = new EnchantedDagger();
                    break;

                case 2:
                    Weapon = new EnchantedFlail();
                    break;

                case 3:
                    Weapon = new EnchantedWarhammer();
                    break;
                }
            }

            else if (value > 5)
            {
                switch (random.Next(1, 3))
                {
                case 1:
                    Weapon = new EnchantedFlail();
                    break;

                case 2:
                    Weapon = new EnchantedWarhammer();
                    break;

                case 3:
                    Weapon = new EnchantedSword();
                    break;
                }
            }
            return(Weapon);
        }