Пример #1
0
        static int RollInitiative(int DexMod)
        {
            int Initiative = DiceRoller.RollDice(12) + DexMod;

            Initiatives.Add(Initiative);
            return(Initiative);
        }
Пример #2
0
        static void AttackEnemy(int TargetEnemy, string AttackType)
        {
            int Attack = DiceRoller.RollDice(12) + Player.GetAtkBonus();

            if (Attack >= EncounterNPCs[TargetEnemy].AC)
            {
                Events.NewEvent("AttackRoll", Attack - Player.GetStrMod() - (Player.GetLevel() / 3), Player.GetStrMod(), Player.GetLevel() / 3, Attack,
                                EncounterNPCs[TargetEnemy].AC, Player.GetName(), EncounterNPCs[TargetEnemy].Name, "HIT"); Attack = DamageEnemy(AttackType,
                                                                                                                                               EncounterNPCs[TargetEnemy]);
                bool Dead = EncounterNPCs[TargetEnemy].TakeDamage(Attack);
                if (Dead)
                {
                    Events.NewEvent("NPCDeath", ES1: Player.GetName(), ES2: EncounterNPCs[TargetEnemy].Name);
                    string Update = "You strike down " + EncounterNPCs[TargetEnemy].Name + "!";
                    IO.GameUpdate(Update);
                    FightOrder.Remove(EncounterNPCs[TargetEnemy]);
                    EncounterNPCs.Remove(EncounterNPCs[TargetEnemy]);
                }
                else
                {
                    string Update = "You strike " + EncounterNPCs[TargetEnemy].Name + " for " + Attack + " Damage!";
                    IO.GameUpdate(Update);
                }
                IO.NPCs(EncounterNPCs);
            }
            else
            {
                Events.NewEvent("AttackRoll", Attack - Player.GetStrMod() - (Player.GetLevel() / 3), Player.GetStrMod(), Player.GetLevel() / 3, Attack,
                                EncounterNPCs[TargetEnemy].AC, Player.GetName(), EncounterNPCs[TargetEnemy].Name, "MISS");
                string Update = "Your attack missed!";
                IO.GameUpdate(Update);
            }
        }
        public int HealthRegen()
        {
            int Regen = 0;

            for (int x = 0; x < DiceNum; x++)
            {
                Regen += DiceRoller.RollDice(DiceSize);
            }
            Regen += Modifier;
            return(Regen);
        }
Пример #4
0
 public static string GenerateAdventureType()
 {
     if (DataLoaded)
     {
         return(AdventureTypes[DiceRoller.RollDice(AdventureTypes.Count) - 1].GetAdventureType());
     }
     else
     {
         return(null);
     }
 }
Пример #5
0
        public static List <Cities> GenerateCities()
        {
            List <Cities> CityList  = new List <Cities>();
            int           CityCount = DiceRoller.RandomRange(3, 5);

            Cities[] Temp = new Cities[CityCount];
            for (int Count = 0; Count < CityCount; Count++)
            {
                Temp[Count] = new Cities();
            }
            foreach (Cities City in Temp)
            {
                CityList.Add(City);
            }
            return(CityList);
        }
        static List <EnemyNPC> SelectEnemies()
        {
            List <EnemyNPC> EnemyNPCs = new List <EnemyNPC>();

            if (Player.GetLevel() == 1)
            {
                int      Ran = DiceRoller.RollDice(2) - 1;
                EnemyNPC Foe = new EnemyNPC();
                Foe = GameObjects.NPCs[Ran];
                EnemyNPCs.Add(Foe);
            }
            else
            {
                int Ran = DiceRoller.RollDice(6);
                switch (Ran)
                {
                case 1:
                case 2:
                    Ran = Player.GetLevel() - 1;
                    break;

                case 3:
                case 4:
                case 5:
                    Ran = Player.GetLevel();
                    break;

                case 6:
                    Ran = Player.GetLevel() + 1;
                    break;
                }
                List <EnemyNPC> Temp = new List <EnemyNPC>();
                foreach (EnemyNPC NPC in GameObjects.NPCs)
                {
                    if (NPC.DifBonus == Ran)
                    {
                        Temp.Add(NPC);
                    }
                }
                Ran = DiceRoller.RollDice(Temp.Count);
                EnemyNPC Foe = Temp[Ran];
                EnemyNPCs.Add(Foe);
            }
            return(EnemyNPCs);
        }
Пример #7
0
        public static string NameGenerator(string Arg, string NPCName)
        {
            string Name = "";

            string[] consonants = { "b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "l", "n", "p", "q", "r", "s", "sh", "zh", "t", "v", "w", "x" };
            string[] vowels     = { "a", "e", "i", "o", "u", "ae", "y" };
            Name += consonants[DiceRoller.RollDice(consonants.Length - 1)].ToUpper();
            Name += vowels[DiceRoller.RollDice(vowels.Length - 1)];
            int Length      = DiceRoller.RollDice(6) + 2;
            int LetterCount = 2;

            while (LetterCount < Length)
            {
                Name += consonants[DiceRoller.RollDice(consonants.Length - 1)];
                LetterCount++;
                Name += vowels[DiceRoller.RollDice(vowels.Length - 1)];
                LetterCount++;
            }
            switch (Arg)
            {
            case null:
                return(Name);

            case "City":
                return("City of " + Name);

            case "BlackSmith":
                Name = EditName(Name, Names.GetFromBlackSmith(DiceRoller.RandomRange(0, Names.GetCountBlackSmith() - 1)));
                break;

            case "Armourer":
                Name = EditName(Name, Names.GetFromArmourer(DiceRoller.RandomRange(0, Names.GetCountArmourer() - 1)));
                break;

            case "PotionBrewer":
                Name = EditName(Name, Names.GetFromPotionBrewer(DiceRoller.RandomRange(0, Names.GetCountPotionBrewer() - 1)));
                break;

            default:
                Debug.Log("Name Generation Error -> Arg: " + Arg);
                break;
            }
            return(Name);
        }
Пример #8
0
        static void AttackPlayer(EnemyNPC NPC, byte AttackType)
        {
            int Attack = DiceRoller.RollDice(12) + NPC.StrMod + (NPC.DifBonus / 3);

            if (Attack >= Player.GetAC())
            {
                Events.NewEvent("AttackRoll", Attack - (NPC.StrMod + NPC.DifBonus), NPC.StrMod, NPC.DifBonus, Attack, Player.GetAC(), NPC.Name, Player.GetName(),
                                "HIT");
                DamagePlayer(NPC, AttackType);
            }
            else
            {
                Events.NewEvent("AttackRoll", Attack - (NPC.StrMod + NPC.DifBonus), NPC.StrMod, NPC.DifBonus, Attack, Player.GetAC(), NPC.Name, Player.GetName(),
                                "MISS");
                string Update = NPC.Name + " attacked you and missed!";
                IO.GameUpdate(Update);
            }
            Thread.Sleep(Settings.GetPauseTime());
        }
Пример #9
0
        static int DamageEnemy(string AttackType, EnemyNPC NPC)
        {
            int Damage  = DiceRoller.RollDice(Player.Weapon.Damage) + Player.GetStrMod();
            int Damage2 = Damage;

            if (AttackType == "Light")
            {
                Damage2 = (Damage / 3) * 2;
                Events.NewEvent("LightDamageRoll", EN1: Damage - Player.GetStrMod(), EN2: Player.GetStrMod(), EN3: Damage2, ES1: Player.GetName(),
                                ES2: NPC.Name);
            }
            else
            {
                Events.NewEvent("HeavyDamageRoll", EN1: Damage - Player.GetStrMod(), EN2: Player.GetStrMod(), EN3: Damage2, ES1: Player.GetName(),
                                ES2: NPC.Name);
            }

            return(Damage2);
        }
Пример #10
0
        static void DamagePlayer(EnemyNPC NPC, byte AttackType)
        {
            int Damage  = DiceRoller.RollDice(NPC.Weapon.Damage) + NPC.StrMod;
            int Damage2 = Damage;

            if (AttackType == 1)
            {
                Damage2 = (Damage / 3) * 2;
                Events.NewEvent("LightDamageRoll", EN1: Damage - NPC.StrMod, EN2: NPC.StrMod, EN3: Damage2, ES1: NPC.Name, ES2: Player.GetName());
            }
            else
            {
                Events.NewEvent("HeavyDamageRoll", EN1: Damage - NPC.StrMod, EN2: NPC.StrMod, EN3: Damage, ES1: NPC.Name, ES2: Player.GetName());
            }
            Player.SetHP(Player.GetHP() - Damage2);
            string Update = NPC.Name + " attacked you for " + Damage2 + " Damage!";

            IO.PlayerHP(Player.GetHP(), Player.GetMaxHP());
            IO.GameUpdate(Update);
        }
Пример #11
0
        public void CreateCharacter()
        {
            Dead  = false;
            Name  = IO.GetPlayerName();
            Level = 1;
            Str   = 1;
            Dex   = 1;
            Con   = 1;
            int Count = 27;

            while (Count > 0)
            {
                int Stat = DiceRoller.RollDice(3);
                switch (Stat)
                {
                case 1:
                    Str += 1;
                    if (Str > 15)
                    {
                        Str = 15;
                        Count++;
                    }
                    break;

                case 2:
                    Dex += 1;
                    if (Dex > 15)
                    {
                        Dex = 15;
                        Count++;
                    }
                    break;

                case 3:
                    Con += 1;
                    if (Con > 15)
                    {
                        Con = 15;
                        Count++;
                    }
                    break;

                default:
                    Str += 1;
                    break;
                }
                Count--;
            }
            UpdateAbilityModifiers();
            MaxHP      = 10 + ConMod;
            HP         = MaxHP;
            StaminaMax = 4 + (2 * DexMod);
            if (StaminaMax < 7)
            {
                StaminaMax = 7;
            }
            Stamina = StaminaMax;
            SetAtkBonus();
            AC = DexMod;
            XP = 0;
            LU = 50;
            Armour.UpdateArmourString("");
            Weapon.UpdateWeaponString("Shortsword");
            UpdatePlayerAC();
        }
 public Tavern()
 {
     Name    = ProGen.NameGenerator(null, null);
     BarKeep = new NPCS();
     Patrons = ProGen.GenerateNPCS(DiceRoller.RandomRange(2, 5));
 }