private static List<string> ApplyResultOfElevenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " trébuche et tombe au sol! (11)"); result.Add(_affectedCharacter.Name + " doit prendre son prochain tour pour se relever..."); //TODO: status effect on character: skip a turn be "stunned" return result; }
private static List<string> ApplyResultOfArmourRollsCriticalFailureEffect(Character _affectedCharacter, string _objectHit) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " frappe " + _objectHit + "... est-ce que son arme va casser? (6/20)"); //Just need to add weapon string list from break test return result; }
public static List<string> ApplyRandomCriticalFailureEffect(Character _affectedCharacter) { switch (DiceRollsManager.RollDie(20)) { case 1: case 2: case 3: return ApplyResultOfOneTwoThreeCriticalFailureEffect(_affectedCharacter); case 4: case 14: return ApplyResultOfArmourRollsCriticalFailureEffect(_affectedCharacter, "le sol"); case 5: return ApplyResultOfFiveCriticalFailureEffect(_affectedCharacter); case 6: case 16: return ApplyResultOfArmourRollsCriticalFailureEffect(_affectedCharacter, "l'armure de son adversaire"); case 7: return ApplyResultOfSevenCriticalFailureEffect(_affectedCharacter); case 8: case 18: return ApplyResultOfArmourRollsCriticalFailureEffect(_affectedCharacter, "le mur"); case 9: return ApplyResultOfNineCriticalFailureEffect(_affectedCharacter); case 10: return ApplyResultOfTenCriticalFailureEffect(_affectedCharacter); case 11: return ApplyResultOfElevenCriticalFailureEffect(_affectedCharacter); case 12: return ApplyResultOfTwelveCriticalFailureEffect(_affectedCharacter); case 13: return ApplyResultOfThirteenCriticalFailureEffect(_affectedCharacter); case 15: return ApplyResultOfFithteenCriticalFailureEffect(_affectedCharacter); case 17: return ApplyResultOfSeventeenCriticalFailureEffect(_affectedCharacter); case 19: return ApplyResultOfNineteenCriticalFailureEffect(_affectedCharacter); default: //case 20: return ApplyResultOfTwentyCriticalFailureEffect(_affectedCharacter); } }
private static List<string> ApplyResultOfFithteenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " se frappe maladroitement un pied! (15)"); result.Add(_affectedCharacter.Name + " s'inflige XYZ dégâts au pied gauche"); //TODO: roll for damage on XYZ piece of body (possibly ignoring armor) //TODO: figure out which to attack return result; }
private static List<string> ApplyResultOfTwentyCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " se blesse gravement à une jambe et perd 4 de vitesse en plus de s'y infliger 1d4 points de dégâts. (20)"); //TODO: status effect on character: perma speed reduction (+damage) return result; }
private static List<string> ApplyResultOfTwelveCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add("L'arme de " + _affectedCharacter.Name + " glisse de sa main et vole jusqu'à" + (DiceRollsManager.RollDie(6) + 1) + " mètres de distance! (12)"); result.Add(_affectedCharacter.Name + " est désarmé..."); //TODO: status effect on character: remove a weapon return result; }
private static List<string> ApplyResultOfThirteenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " s'étire un muscle dans son élan, il perd " + DiceRollsManager.RollDie(4) + " de dextérité pendant " + DiceRollsManager.RollDie(4) + " tours en plus de rater l'attaque. (13)"); //TODO: status effect on character: minus dex for a limited time return result; }
public void AddCharacter(Character _newCharacter) { characters.Add(_newCharacter); }
private static List<string> ApplyResultOfSeventeenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " se casse maladroitement une jambe et perd 50% de sa vitesse de base ainsi que 25% en dextérité jusqu'à ce que la cassure soit réparée. (17)"); //TODO: status effect on character: perma speed and dex reduction return result; }
private static List<string> ApplyResultOfSevenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " frappe la personne à sa gauche! (7)"); //TODO: make damage roll against person to the left return result; }
private static List<string> ApplyResultOfOneTwoThreeCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " ne fait que rater... (1 à 3)"); return result; }
private static List<string> ApplyResultOfNineteenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " se blesse gravement au bras et perd 2 de Force en plus de s'y infliger 1d4 points de dégâts. (19)"); //TODO: status effect on character: perma strenght reduction (+damage) return result; }
private static List<string> ApplyResultOfNineCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " frappe la personne à sa droite! (9)"); //TODO: make damage roll against person to the right return result; }
public int GetCharacterStat(int _indexOfCharacter, Character.CharacterAttributes _attribute) { return characters.ElementAt(_indexOfCharacter).GetAttribute(_attribute); }
private static List<string> ApplyResultOfTenCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " échappe son arme! (10)"); result.Add(_affectedCharacter.Name + " doit prendre son prochain tour pour la ramasser et ne peut pas bloquer entre-temps!"); //TODO: status effect on character: skip a turn and drop weapon return result; }
private static List<string> ApplyResultOfFiveCriticalFailureEffect(Character _affectedCharacter) { List<string> result = new List<string>(); result.Add(_affectedCharacter.Name + " manque d'échapper son arme! (5)"); result.Add(_affectedCharacter.Name + " doit prendre son prochain tour pour rafermir sa prise sur celle-ci..."); //TODO: status effect on character: skip a turn return result; }
public int MakeCheckRoll(int _indexOfCharacter, Character.CharacterAttributes _attribute) { int rollResult = DiceRollsManager.RollDie(20); int checkResult = characters[_indexOfCharacter].GetAttributeModifier(_attribute) + rollResult; return checkResult; }