public async Task HitLocationAsync( [Summary("The number to hit.")] int hit) { hit = ToHitService.Reverse(hit); if (hit >= 1 && hit <= 10) { await ReplyAsync("The head is hit!"); } else if (hit >= 11 && hit <= 20) { await ReplyAsync("The right arm is hit!"); } else if (hit >= 21 && hit <= 30) { await ReplyAsync("The left arm is hit!"); } else if (hit >= 31 && hit <= 70) { await ReplyAsync("The body is hit!"); } else if (hit >= 71 && hit <= 85) { await ReplyAsync("The right leg is hit!"); } else { await ReplyAsync("The left leg is hit!"); } }
public static int GetHit(int HitRoll, int HitOne, string Character, int WeaponDamageBonus, int WeaponPenetration) { int[] myInts = WhichCharacterService.CharacterStats(Character); // Weapon Stats int weaponPenetration = WeaponPenetration; int weaponDamageBonus = WeaponDamageBonus; // Character Stats int characterToughnessBonus = myInts[0]; int characterArmourHead = myInts[1]; int characterArmourBody = myInts[2]; int characterArmourArms = myInts[3]; int characterArmourLegs = myInts[4]; //await ReplyAsync(Character + " toughness bonus is: " + characterToughnessBonus); HitRoll = ToHitService.Reverse(HitRoll); int firstHitLocation = ToHitService.FirstHitLocation(HitRoll); int hitLocation = 0; int diceResult = HitOne; switch (firstHitLocation) { // Head hit first case 1: hitLocation = characterArmourHead; break; // Arm hit first case 2: hitLocation = characterArmourArms; break; // Body hit first case 3: hitLocation = characterArmourBody; break; // Leg hit first case 4: hitLocation = characterArmourLegs; break; } int WeaponDamageTotal = 0; int endArmourValue; endArmourValue = hitLocation - weaponPenetration; if (endArmourValue < 0) { endArmourValue = 0; } WeaponDamageTotal = (diceResult + weaponDamageBonus) - (endArmourValue + characterToughnessBonus); if (WeaponDamageTotal < 0) { return(0); } return(WeaponDamageTotal); }
public static int GetHits(int HitRoll, int HitOne, int HitTwo, int HitThree, int HitFour, int HitFive, int HitSix, string Character, int WeaponDamageBonus, int WeaponPenetration) { int[] myInts = WhichCharacterService.CharacterStats(Character); // Weapon Stats int weaponPenetration = WeaponPenetration; int weaponDamageBonus = WeaponDamageBonus; // Character Stats int characterToughnessBonus = myInts[0]; int characterArmourHead = myInts[1]; int characterArmourBody = myInts[2]; int characterArmourArms = myInts[3]; int characterArmourLegs = myInts[4]; //await ReplyAsync(Character + " toughness bonus is: " + characterToughnessBonus); HitRoll = ToHitService.Reverse(HitRoll); int firstHitLocation = ToHitService.FirstHitLocation(HitRoll); int[] hitLocation = new int[6]; int[] diceResults = new int[6]; diceResults[0] = HitOne; diceResults[1] = HitTwo; diceResults[2] = HitThree; diceResults[3] = HitFour; diceResults[4] = HitFive; diceResults[5] = HitSix; switch (firstHitLocation) { // Head hit first case 1: switch (2) { case 2: hitLocation[0] = characterArmourHead; hitLocation[1] = characterArmourHead; hitLocation[2] = characterArmourArms; hitLocation[3] = characterArmourBody; hitLocation[4] = characterArmourArms; hitLocation[5] = characterArmourBody; break; } break; // Arm hit first case 2: switch (2) { case 2: hitLocation[0] = characterArmourArms; hitLocation[1] = characterArmourArms; hitLocation[2] = characterArmourBody; hitLocation[3] = characterArmourHead; hitLocation[4] = characterArmourBody; hitLocation[5] = characterArmourArms; break; } break; // Body hit first case 3: switch (2) { case 2: hitLocation[0] = characterArmourBody; hitLocation[1] = characterArmourBody; hitLocation[2] = characterArmourArms; hitLocation[3] = characterArmourHead; hitLocation[4] = characterArmourArms; hitLocation[5] = characterArmourBody; break; } break; // Leg hit first case 4: switch (2) { case 2: hitLocation[0] = characterArmourLegs; hitLocation[1] = characterArmourLegs; hitLocation[2] = characterArmourBody; hitLocation[3] = characterArmourArms; hitLocation[4] = characterArmourHead; hitLocation[5] = characterArmourBody; break; } break; } int WeaponDamageTotal = 0; int endArmourValue; // for (int i = 0; i < diceResults.Length; i++) { endArmourValue = hitLocation[i] - weaponPenetration; if (endArmourValue < 0) { endArmourValue = 0; } WeaponDamageTotal += (diceResults[i] + weaponDamageBonus) - (endArmourValue + characterToughnessBonus); } if (WeaponDamageTotal < 0) { return(0); } return(WeaponDamageTotal); }