public Equipment(string name, Characteristics characs, int armor, DmgDiap dmg, int type) { ModifCharacs = characs; Armor = armor; Damage = dmg; Name = name; Equipped = false; Type = type; }
public Person(Characteristics ch, string name, int race) { Name = name; Race = race; _level = 1; Exp = 0; Gold = 0; Characs = new Characteristics(ch.Strength, ch.Agility, ch.Stamina, ch.Intelligence, ch.Reaction, ch.Luck, ch.Rage, ch.OberegEvade, ch.OberegAnswer, ch.OberegLuck, ch.OberegCrit); Inventory = new List<Equipment>(); MaxHealth = Characs.Stamina * 5 + 10; MaxMana = Characs.Intelligence * 5; Damage = new DmgDiap {LowDmg = 1, HighDmg = Characs.Strength}; AirMastery = 0; ArmorMastery = 0; AstralMastery = 0; EarthMastery = 0; FireMastery = 0; NecroMastery = 0; SaintMastery = 0; WaterMastery = 0; WeaponMastery = 0; Armor = 0; Regen = Characs.Stamina / 3 + 1; ManaRegen = Characs.Intelligence / 5; WarRegen = Characs.Stamina / 9; WarManaRegen = Characs.Intelligence / 15; CurrHealth = MaxHealth; CurrMana = MaxMana; spellbook = new Spellbook(); if (race == (int)eTypeRace.Elf || race == (int)eTypeRace.Halffinger || race == (int)eTypeRace.Dwarf) spellbook.AddSpells(1, 1, "FireArrow"); }
public Equipment(string name) { ModifCharacs = new Characteristics(); Armor = 0; Damage = new DmgDiap(); Name = name; Equipped = false; Type = (int)eTypeThing.Empty; ModifCharacs = new Characteristics { Strength = 0, Agility = 0, Stamina = 0, Intelligence = 0, Reaction = 0, Luck = 0, Rage = 0, OberegEvade = 0, OberegAnswer = 0, OberegLuck = 0, OberegCrit = 0 }; }
public void RefreshStats() { MaxHealth = GetMaxHealth(); MaxMana = GetMaxMana(); Damage = GetDamage(); Armor = GetArmor(); Regen = GetStamina() / 3 + 1; ManaRegen = GetIntelligence() / 5; WarRegen = GetStamina() / 9; WarManaRegen = GetIntelligence() / 15; CurrHealth = MaxHealth; CurrMana = MaxMana; }
public DmgDiap GetDamage() { var dmg = new DmgDiap { LowDmg = 1, HighDmg = GetStrength() }; if (Inventory != null) foreach (var elem in Inventory) { if (elem.Equipped) { if (elem.Type == (int)eTypeThing.Weapon) { dmg.LowDmg += elem.Damage.LowDmg; dmg.HighDmg += elem.Damage.HighDmg; } } } return dmg; }
public void Generate(int rating) { var rand = new Random(rating); Type = (int)(rand.NextDouble() * 1000) % 10 + 1; switch (Type) { case (int) eTypeThing.Weapon: var values = new byte[2]; rand.NextBytes(values); var rand1 = new Random(rating); var TypeWeapon = (int) (rand.NextDouble()*10000) % 7 + 1; switch (TypeWeapon) { case (int)eTypeWeapon.Axe: Name = "Axe"; Damage = new DmgDiap { LowDmg = 12 * (values[0] % rating) / 10, HighDmg = 13 * (values[0] % rating + values[1] % rating) / 10 }; break; case (int)eTypeWeapon.BattleAxe: Name = "BattleAxe"; Damage = new DmgDiap { LowDmg = 3 * (values[0] % rating) / 2, HighDmg = 5 * (values[0] % rating + values[1] % rating) / 2 }; break; case (int)eTypeWeapon.Dagger: Name = "Dagger"; Damage = new DmgDiap { LowDmg = 8 * (values[0] % rating) / 10, HighDmg = 9 * (values[0] % rating + values[1] % rating) / 10 }; break; case (int)eTypeWeapon.OneHSword: Name = "One-Handed Sword"; Damage = new DmgDiap { LowDmg = values[0] % rating, HighDmg = values[0] % rating + values[1] % rating }; break; case (int)eTypeWeapon.TwoHSword: Name = "Two-Handed Sword"; Damage = new DmgDiap { LowDmg = 3 * (values[0] % rating) / 2, HighDmg = 2 * (values[0] % rating + values[1] % rating) }; break; case (int)eTypeWeapon.Mace: Name = "Mace"; Damage = new DmgDiap { LowDmg = 12 * (values[0] % rating) / 10, HighDmg = 3 * (values[0] % rating + values[1] % rating) / 2 }; break; case (int)eTypeWeapon.Spear: Name = "Spear"; Damage = new DmgDiap { LowDmg = values[0] % rating, HighDmg = 3 * (values[0] % rating + values[1] % rating) }; break; } Armor = 0; break; case (int)eTypeThing.Helmet: Name = "Helmet"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/4, rating/3) + 1; break; case (int)eTypeThing.Body: Name = "Body"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/2, rating) + 1; break; case (int)eTypeThing.Legs: Name = "Legs"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/3, rating/2) + 1; break; case (int)eTypeThing.Boots: Name = "Boots"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/4, rating/3) + 1; break; case (int)eTypeThing.Arm: Name = "Armguards"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/4, rating/3) + 1; break; case (int)eTypeThing.Hands: Name = "Hands"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/4, rating/3) + 1; break; case (int)eTypeThing.Belt: Name = "Belt"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = rand.Next(rating/5, rating/4) + 1; break; case (int)eTypeThing.Ring: Name = "Ring"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = 0; break; case (int)eTypeThing.Necklace: Name = "NeckLace"; Damage = new DmgDiap { LowDmg = 0, HighDmg = 0 }; Armor = 0; break; } ModifCharacs.Generate(rating); if (Rating() < rating/2) Color = ConsoleColor.Gray; else if (Rating() < (int)(0.75*rating)) Color = ConsoleColor.Green; else if (Rating() < rating) Color = ConsoleColor.Cyan; else Color = ConsoleColor.Yellow; }
public Enemy(int level) { byte[] values; do { var rand = new Random(); values = new byte[7]; rand.NextBytes(values); Characs = new Characteristics { Strength = values[0] % level + 1, Agility = values[1] % level + 1, Stamina = values[2] % level + 1, Intelligence = values[3] % level + 1, Reaction = values[4] % level + 1, Luck = values[5] % level + 1, Rage = values[6] % level + 1 }; } while (values[2] % (level + 1) == 0 || Rating() > (level + 1) || Rating() < (level/2)); Name = "Enemy"; MaxHealth = 10 + Characs.Stamina * 5; MaxMana = Characs.Intelligence * 5; Damage = new DmgDiap { LowDmg = 1, HighDmg = Characs.Strength }; Armor = 0; CurrHealth = MaxHealth; CurrMana = MaxMana; Exp = 0; }