public QuestExplore(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.difficulty = diff; this.messages = new string[2][]; this.messages[1] = new string[5]; this.messages[1][0] = " Boss Battle!"; this.messages[1][1] = ""; this.messages[1][2] = " You have encountered the boss"; this.messages[1][3] = " guarding this level of the maze for the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0] = new string[4]; this.messages[0][0] = " You're trapped!"; this.messages[0][1] = " Find your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }
private void Victory() { won = true; MessageBoxInterface[] messageBoxes = new MessageBoxInterface[1]; Color[] colors = new Color[2]; colors[0] = Color.White; colors[1] = Color.White; int mX = 400; int mY = 100; int height = 100; int width = 345; int exp = getExp(); string[] attackMessage = new string[2]; attackMessage[0] = "Victory!!"; attackMessage[1] = "You have earned " + exp + " Exp!"; for (int i = 0; i < 3; i++) { StateHandler.GetPC(i).addExp(exp); } SubStateDisplayMessage temp = new SubStateDisplayMessage(attackMessage, height, width, mX, mY, StateHandler.State); StateHandler.State = temp; ItemFactory.combatGenerate(MonsterList[0].Element, StateHandler.Level, MonsterList[0].Quality, MonsterList[0].Boss, ""); }
}//end DVC public QuestExplore(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.difficulty = diff; this.messages = new string[2][]; this.messages[1] = new string[5]; this.messages[1][0] = " Boss Battle!"; this.messages[1][1] = ""; this.messages[1][2] = " You have encountered the boss"; this.messages[1][3] = " guarding this level of the maze for the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0] = new string[4]; this.messages[0][0] = " You're trapped!"; this.messages[0][1] = " Find your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }//end EVC
protected override void die() { string[] messages = new string[1]; messages[0] = "You have defeated the test NPC!"; SubStateAbstract message = new SubStateDisplayMessage(messages, 50, 405, 400, 400, StateHandler.State); StateHandler.State = message; }
}//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; }
public override void action(Monster parent) { MessageBoxInterface[] messageBoxes = new MessageBoxInterface[1]; Color[] colors = new Color[1]; colors[0] = Color.White; int mX = 400; int mY = 100; int height = 100; int width = 345; string[] attackMessage = new string[1]; attackMessage[0] = "Water Attack!"; SubStateDisplayMessage temp = new SubStateDisplayMessage(attackMessage, height, width, mX, mY, StateHandler.State); StateHandler.State = temp; parent.Attack(BehaviorRSTS.acquireTarget(), Globals.ELEMENT_WATER, "water attack", 0); }
}//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
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; }
private void Defeat() { lost = true; StateAbstract title = new StateTitleScreen(); MessageBoxInterface[] messageBoxes = new MessageBoxInterface[1]; Color[] colors = new Color[2]; colors[0] = Color.White; colors[1] = Color.White; int mX = 400; int mY = 100; int height = 100; int width = 345; string[] attackMessage = new string[2]; attackMessage[0] = "Game Over!!"; attackMessage[1] = "The Flying Spaghetti Code Monster has triumphed!"; SubStateDisplayMessage temp = new SubStateDisplayMessage(attackMessage, height, width, mX, mY, StateHandler.State); StateHandler.State = temp; }
internal static void combatGenerate(int specials, int level, int mobquality, bool boss, string name) { int quality; ItemAbstract test = null; int chance = Globals.Random(0, 100); int min; switch (mobquality) { case Globals.MOB_WEAK: min = 70; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_COMMON; } else { quality = Globals.ITEM_QUALITY_TRASH; } break; case Globals.MOB_NORMAL: min = 60; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_UNCOMMON; } else { quality = Globals.ITEM_QUALITY_COMMON; } break; case Globals.MOB_HARD: min = 50; if (Globals.Random(0, 100) > 90) { quality = Globals.ITEM_QUALITY_RARE; } else if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_UNCOMMON; } else { quality = Globals.ITEM_QUALITY_COMMON; } break; case Globals.MOB_VERY_HARD: min = 40; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_RARE; } else { quality = Globals.ITEM_QUALITY_UNCOMMON; } break; case Globals.MOB_INSANE: min = 30; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_EPIC; } else { quality = Globals.ITEM_QUALITY_MASTERWORK; } break; case Globals.MOB_BOSS: min = 20; quality = Globals.ITEM_QUALITY_LEGENDARY; break; case Globals.MOB_SPECIAL: default: // Default means it's GREATER than MOB_SPECIAL. min = 0; quality = Globals.ITEM_QUALITY_MYTHICAL; break; } if (boss) { min = 0; level += 2; } if (chance < min) { return; } test = generateItem(specials, level, quality, ""); string[] temp = new string[1]; temp[0] = "You have acquired a " + test.Name; SubStateDisplayMessage message = new SubStateDisplayMessage(temp, 50, 400, 350, 350, StateHandler.State); StateHandler.State = message; }
protected void displayMessage(int i, int height, int width, int x, int y) { SubStateAbstract message = new SubStateDisplayMessage(messages[i], height, width, x, y, StateHandler.State); StateHandler.State = message; }
private void Victory() { won = true; MessageBoxInterface[] messageBoxes = new MessageBoxInterface[1]; Color[] colors = new Color[2]; colors[0] = Color.White; colors[1] = Color.White; int mX = 400; int mY = 100; int height = 100; int width = 345; int exp = getExp(); string[] attackMessage = new string[2]; attackMessage[0] = "Victory!!"; attackMessage[1] = "You have earned " + exp + " Exp!"; for (int i = 0; i < 3; i++) StateHandler.GetPC(i).addExp(exp); SubStateDisplayMessage temp = new SubStateDisplayMessage(attackMessage, height, width, mX, mY, StateHandler.State); StateHandler.State = temp; ItemFactory.combatGenerate(MonsterList[0].Element, StateHandler.Level, MonsterList[0].Quality, MonsterList[0].Boss, ""); }
internal static void combatGenerate(int specials, int level, int mobquality, bool boss, string name) { int quality; ItemAbstract test = null; int chance = Globals.Random(0, 100); int min; switch (mobquality) { case Globals.MOB_WEAK: min = 70; if (Globals.Random(0, 100) > 50) quality = Globals.ITEM_QUALITY_COMMON; else quality = Globals.ITEM_QUALITY_TRASH; break; case Globals.MOB_NORMAL: min = 60; if (Globals.Random(0, 100) > 50) quality = Globals.ITEM_QUALITY_UNCOMMON; else quality = Globals.ITEM_QUALITY_COMMON; break; case Globals.MOB_HARD: min = 50; if (Globals.Random(0, 100) > 90) quality = Globals.ITEM_QUALITY_RARE; else if (Globals.Random(0, 100) > 50) quality = Globals.ITEM_QUALITY_UNCOMMON; else quality = Globals.ITEM_QUALITY_COMMON; break; case Globals.MOB_VERY_HARD: min = 40; if (Globals.Random(0, 100) > 50) quality = Globals.ITEM_QUALITY_RARE; else quality = Globals.ITEM_QUALITY_UNCOMMON; break; case Globals.MOB_INSANE: min = 30; if (Globals.Random(0, 100) > 50) quality = Globals.ITEM_QUALITY_EPIC; else quality = Globals.ITEM_QUALITY_MASTERWORK; break; case Globals.MOB_BOSS: min = 20; quality = Globals.ITEM_QUALITY_LEGENDARY; break; case Globals.MOB_SPECIAL: default: // Default means it's GREATER than MOB_SPECIAL. min = 0; quality = Globals.ITEM_QUALITY_MYTHICAL; break; } if (boss) { min = 0; level += 2; } if (chance < min) return; test = generateItem(specials, level, quality, ""); string[] temp = new string[1]; temp[0] = "You have acquired a " + test.Name; SubStateDisplayMessage message = new SubStateDisplayMessage(temp, 50, 400, 350, 350, StateHandler.State); StateHandler.State = message; }
}//end EVC internal override void Complete() { SubStateAbstract quest = new SubStateDisplayMessage(this.messages[1], 150, 500, 300, 300, StateHandler.State); StateHandler.State = quest; }
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; }
internal override void Complete() { SubStateAbstract quest = new SubStateDisplayMessage(this.messages[1], 150, 500, 300, 300, StateHandler.State); StateHandler.State = quest; }