Exemplo n.º 1
0
        /// <summary>
        /// Return the string for a label with a character that is NOT in battle.
        /// </summary>
        /// <param name="thisChar"></param>
        /// <returns></returns>
        public static string ReturnCharBaseString(Character thisChar)
        {
            string temp = "";

            if (thisChar != null)
            {
                temp = "Level: " + thisChar.UnitLevel;

                if (thisChar.UnitLevel != 60)
                {
                    temp += "\nXP: " + thisChar.CharCurrentXP + "/" + thisChar.CharXPToLevel;
                }
                else
                {
                    temp += "\n";
                }

                temp += "\nHealth: " + thisChar.BaseHP.IntValue + "/" + thisChar.BaseHP.IntValue +
                        "\nStrength: " + thisChar.BaseStrength.IntValue +
                        "\nAgility: " + thisChar.BaseAgility.IntValue +
                        "\nIntellect: " + thisChar.BaseIntellingence.IntValue +
                        "\nCrit: " + thisChar.BaseCrit.IntValue + " (" + CombatHandler.ReturnCritPercent(thisChar.UnitLevel, thisChar.BaseCrit.IntValue) + "%)" +
                        "\nSpeed: " + thisChar.BuffedSpeed.IntValue + " (" + CombatHandler.ReturnSpeedPercent(thisChar.UnitLevel, thisChar.BuffedSpeed.IntValue) + "%)" +
                        "\nAttack: " + thisChar.BaseAttackDamage.IntValue +
                        "\nArmor: " + thisChar.BaseArmor.IntValue;
            }

            return(temp);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Return the string for a label with a character that IS in battle.
        /// </summary>
        /// <param name="thisChar"></param>
        /// <returns></returns>
        public static string ReturnCharBattleString(Character thisChar)
        {
            string temp = "";

            if (thisChar != null)
            {
                temp = thisChar.UnitName +
                       "\nthe " + thisChar.CharClass +
                       "\nLevel: " + thisChar.UnitLevel +
                       "\nStrength: " + thisChar.BuffedStrength.IntValue +
                       "\nAgility: " + thisChar.BuffedAgility.IntValue +
                       "\nIntellect: " + thisChar.BuffedIntellingence.IntValue +
                       "\nCrit: " + thisChar.BuffedCrit.IntValue + " (" + CombatHandler.ReturnCritPercent(thisChar.UnitLevel, thisChar.BuffedCrit.IntValue) + "%)" +
                       "\nSpeed: " + thisChar.BuffedSpeed.IntValue + " (" + CombatHandler.ReturnSpeedPercent(thisChar.UnitLevel, thisChar.BuffedSpeed.IntValue) + "%)" +
                       "\nAttack: " + thisChar.BuffedAttackDamage.IntValue +
                       "\nArmor: " + thisChar.BuffedArmor.IntValue;
            }

            return(temp);
        }