示例#1
0
        public void Absorb(float bladeDamage = 0, float bluntDamage = 0, float handToHandDamage = 0, float marksmanDamage = 0, float lightningDamage = 0, float fireDamage = 0, float poisonDamage = 0, float magicDamage = 0)
        {
            var dmg = bladeDamage + bluntDamage + handToHandDamage + marksmanDamage + lightningDamage + fireDamage + poisonDamage + magicDamage;

            // skill experience based on damage multiplied by challenge
            var armorXP = Chest.TotalResistance * dmg;

            if (Chest.Type == ArmorType.HeavyArmor)
            {
                HeavyArmorXP += armorXP;
            }
            else if (Chest.Type == ArmorType.LightArmor)
            {
                LightArmorXP += armorXP;
            }
            Experience += (armorXP / Level) * 5;

            if (dmg > 0 && BattleLog != null)
            {
                BattleLog.WriteLine($"{Name} took {dmg} damage.");
            }

            HP -= dmg;
            if (HP < 0)
            {
                HP = 0;
                BattleLog?.WriteLine($"{Name} is dead!");
                Dead = true;
            }
        }
示例#2
0
        /// <summary>
        /// Checks experience to see if the CLVL needs to raise
        /// </summary>
        /// <returns>true if character level increased</returns>
        public bool LevelUp()
        {
            bool isLevelUp = false;
            var  req       = Math.Pow((Level + 1.0f), 1.2f);

            //var req = Level * 15;
            if (Experience > req)
            {
                isLevelUp = true;
                Level    += 1;
                AttributeLevelStrategy(10 * (1 + Level * 0.333f));
                SkillExperienceStrategy(10 * (1 + Level * 0.1f));
                StatsLevelStrategy(Level);
                BattleLog?.WriteLine($"{Name} leveled up to level {Level}!");
                HP = HitPoints;
                StatsHistory.Add((Stats)MemberwiseClone());
            }
            return(isLevelUp);
        }
示例#3
0
        public void Attack(Character enemy)
        {
            var distance = Distance(enemy);

            if (distance > RightHand.Range)
            {
                enemy.Absorb(0); // missed!
                return;
            }

            // 5% chance to get a critical hit
            var crit = rnd.NextDouble() > 0.95 ? 2.0f : 1.0f;

            // 10% chance to miss
            var miss = rnd.NextDouble() < 0.1 ? 0.0f : 1.0f;

            // damage calculated from attackers equipped weapon and base stats
            // resistance calculated from defenders armor rating a resistance
            var maxBladeDamage      = RightHand.CleveDamage * BladeWeapons;
            var maxBladeResist      = enemy.Chest.MaxCleveResistance;
            var maxBluntDamage      = RightHand.BashDamage * BluntWeapons;
            var maxBluntResist      = enemy.Chest.MaxBashResistance;
            var maxHandToHandDamage = RightHand.PhysicalDamage * HandToHand;
            var maxHandToHandResist = enemy.Chest.MaxPhysicalResistance;
            var maxMarksmanDamage   = RightHand.PhysicalDamage * Marksman;
            var maxMarksmanResist   = enemy.Chest.MaxPhysicalResistance;
            var maxLightningDamage  = RightHand.LightningDamage * Destruction;
            var maxLightningResist  = enemy.Chest.MaxLightningResistance;
            var maxFireDamage       = RightHand.FireDamage * Destruction;
            var maxFireResist       = enemy.Chest.MaxFireResistance;
            var maxPoisonDamage     = RightHand.PoisonDamage * Destruction;
            var maxPoisonResist     = enemy.Chest.MaxPoisonResistance;
            var maxMagicDamage      = RightHand.MagicDamage * Destruction;
            var maxMagicResist      = enemy.Chest.MaxMagicResistance;

            // damage reduced by enemy armor rating
            var bladeDamage      = rnd.Range((RightHand.CleveDamage - enemy.Chest.CleveResistance).Clip(), (maxBladeDamage - maxBladeResist).Clip()) * crit * miss;
            var bluntDamage      = rnd.Range((RightHand.BashDamage - enemy.Chest.BashResistance).Clip(), (maxBluntDamage - maxBluntResist).Clip()) * crit * miss;
            var handToHandDamage = rnd.Range((RightHand.PhysicalDamage - enemy.Chest.PhysicalResistance).Clip(), (maxHandToHandDamage - maxHandToHandResist).Clip()) * crit * miss;
            var marksmanDamage   = rnd.Range((RightHand.PhysicalDamage - enemy.Chest.PhysicalResistance).Clip(), (maxMarksmanDamage - maxMarksmanResist).Clip()) * crit * miss;
            var lightningDamage  = rnd.Range((RightHand.LightningDamage - enemy.Chest.LightningResistance).Clip(), (maxLightningDamage - maxLightningResist).Clip()) * crit * miss;
            var fireDamage       = rnd.Range((RightHand.FireDamage - enemy.Chest.FireResistance).Clip(), (maxFireDamage - maxFireResist).Clip()) * crit * miss;
            var poisonDamage     = rnd.Range((RightHand.PoisonDamage - enemy.Chest.PoisonResistance).Clip(), (maxPoisonDamage - maxPoisonResist).Clip()) * crit * miss;
            var magicDamage      = rnd.Range((RightHand.MagicDamage - enemy.Chest.MagicResistance).Clip(), (maxMagicDamage - maxMagicResist).Clip()) * crit * miss;

            // skill experience based on damage multiplied by challenge
            var bladeWeaponsXP = bladeDamage * (maxBladeResist + 1);
            var bluntWeaponsXP = bluntDamage * (maxBluntResist + 1);
            var handToHandXP   = handToHandDamage * (maxHandToHandResist + 1);
            var marksmanXP     = marksmanDamage * (maxMarksmanResist + 1);
            var destructionXP  = magicDamage * (maxMarksmanResist + 1);
            var totalXP        = ((bladeWeaponsXP + bluntWeaponsXP + handToHandXP + marksmanXP + destructionXP) / Level) * 5;

            Experience     += totalXP;
            BladeWeaponsXP += bladeWeaponsXP;
            BluntWeaponsXP += bluntWeaponsXP;
            HandToHandXP   += handToHandXP;
            MarksmanXP     += marksmanXP;
            DestructionXP  += destructionXP;

            if (BattleLog != null)
            {
                if (crit > 1 && miss > 0)
                {
                    BattleLog.WriteLine($"{Name} made a critical hit! ");
                }
                else if (miss < 1)
                {
                    BattleLog.WriteLine($"{Name} attacked but missed! ");
                }
                else
                {
                    BattleLog.WriteLine($"{Name} attacks with {RightHand.Name}. ");
                }
            }

            enemy.Absorb(bladeDamage, bluntDamage, handToHandDamage, marksmanDamage, lightningDamage, fireDamage, poisonDamage, magicDamage);
        }