internal StateCombat() { MonsterList = new Monster[1]; MonsterList[0] = MonsterFactory.randomMonster(1, Globals.ELEMENT_NONE, Globals.MOB_WEAK, false); initialize(); }
}//end EVC internal override void Complete() { Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monster.Boss = true; StateHandler.State = new StateCombat(monster); StateHandler.Level++; MapFactory.GenerateNewMaze(); StateInGame.locX = MapFactory.startX; StateInGame.locY = MapFactory.startY; StateInGame.change = true; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[1], 120, 450, 400, 400, StateHandler.State); StateHandler.State = quest; }
}//end DVC public QuestCombatTESTING(int x, int y, QuestInterface passed, int diff) { this.next = passed; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = 1; this.goalX = x; this.goalY = y; this.messages = new string[2][]; this.messages[1] = new string[8]; this.messages[1][0] = " Congratulations!"; this.messages[1][1] = ""; this.messages[1][2] = " You have beaten the ambush"; this.messages[1][3] = " and thwarted the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[1][5] = ""; this.messages[1][6] = ""; this.messages[1][7] = "Press [R] to generate a new maze to escape!"; this.messages[0] = new string[4]; this.messages[0][0] = " You've been ambushed!"; this.messages[0][1] = " Fight your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monster.Boss = true; StateHandler.State = new StateCombat(monster); StateHandler.Level++; MapFactory.GenerateNewMaze(); StateInGame.locX = MapFactory.startX; StateInGame.locY = MapFactory.startY; StateInGame.change = true; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }//end EVC
static internal void checkCombat(float move) { if (move < 0) { move *= -1; } stepsTaken += move; if (stepsTaken > combatTarget * 4) { stepsTaken = 0; generateCombatChance(); Monster[] monsterList = new Monster[Globals.Random(1, 4)]; for (int i = 0; i < monsterList.Length; i++) { monsterList[i] = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monsterList[i].ID = i; } // Enter combat here StateHandler.State = new StateCombat(monsterList); //.generateMonster("", StateHandler.Level, 0, Globals.MOB_WEAK, false)); } }