private Item getDrop() { Classes.Items.Type itemType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Item itemToDrop = null; switch (rGen.Next(1,5)) { case 1: itemToDrop = new Consumable(grade, itemType, "A "+itemType+"+"+grade+" health potion! Enjoy it!");; break; case 2: itemToDrop = new Armor(itemType, grade, "Some "+itemType+"+"+grade+" armor! Enjoy it!");; break; case 3: WeaponType wepType = (Classes.Items.WeaponType)rGen.Next(1,4); itemToDrop = new Weapon(itemType, wepType, grade, "A "+itemType+"+"+grade+" " +wepType+"! Enjoy it!");; break; case 4: itemToDrop = new Consumable(grade, itemType, "A "+itemType+"+"+grade+" health potion! Enjoy it!");; break; } return itemToDrop; }
public int CompareTo(Armor item) { int ret = (Grade - item.Grade) + ((int)ItemType - (int)item.ItemType) + (StrengthModifier - item.StrengthModifier) + (IntelligenceModifier - item.IntelligenceModifier) + (DexterityModifier - item.DexterityModifier); return ret; }
public void CharacterCreation() { numUnusedStatPoints = 10; Console.Write("Enter your character's name: "); Name = Console.ReadLine(); assignStats(); if (Strength > Intelligence && Strength > Dexterity) { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Sword, 0, "A starting sword.", "Base Sword or normalness."); } else if (Intelligence > Strength && Intelligence > Dexterity) { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Staff, 0, "A starting staff.", "Base Staff or normalness."); } else if (Dexterity > Intelligence && Dexterity > Strength) { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Bow, 0, "A starting bow.", "Base Bow or normalness."); } else { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Sword, 0, "A starting sword.", "Base Sword or normalness."); } EquippedArmor = new Armor(Items.Type.Bronze, 0, "A starting set of armor.", "Base sword or normalness."); }
public int CompareTo(Armor item) { int ret = (Grade - item.Grade) + ((int)ItemType - (int)item.ItemType) + (HealthModifier - item.HealthModifier); return(ret); }
public int CompareTo(Armor item) { int ret = (Grade - item.Grade) + ((int)ItemType - (int)item.ItemType) + (StrengthModifier - item.StrengthModifier) + (IntelligenceModifier - item.IntelligenceModifier) + (DexterityModifier - item.DexterityModifier); return(ret); }
public void testBalance(int lvl, int statPrio) { Level = lvl; MaxHP = (StartHp) + (int)Math.Round(3.5 * Level); HP = MaxHP; numUnusedStatPoints = 10 + 2 * (lvl-1); if (statPrio == 0) { Strength = numUnusedStatPoints; Intelligence = 0; Dexterity = 0; numUnusedStatPoints = 0; Classes.Items.Type equipType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Weapon wep = new Weapon(equipType, WeaponType.Sword, grade, "uncreative"); EquipItem(wep); Armor arm = new Armor(equipType, grade, "uncreative"); EquipItem(arm); } if (statPrio == 1) { Strength = 0; Intelligence = numUnusedStatPoints; Dexterity = 0; numUnusedStatPoints = 0; Classes.Items.Type equipType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Weapon wep = new Weapon(equipType, WeaponType.Staff, grade, "uncreative"); EquipItem(wep); Armor arm = new Armor(equipType, grade, "uncreative"); EquipItem(arm); } if (statPrio == 2) { Strength = 0; Intelligence = 0; Dexterity = numUnusedStatPoints; numUnusedStatPoints = 0; Classes.Items.Type equipType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Weapon wep = new Weapon(equipType, WeaponType.Bow, grade, "uncreative"); EquipItem(wep); Armor arm = new Armor(equipType, grade, "uncreative"); EquipItem(arm); } if (statPrio == 3) { Strength = (int) Math.Round(numUnusedStatPoints/2.0); Intelligence = (int) Math.Round(numUnusedStatPoints / 4.0); Dexterity = (int) Math.Round(numUnusedStatPoints / 4.0); numUnusedStatPoints = 0; Classes.Items.Type equipType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Weapon wep = new Weapon(equipType, WeaponType.Sword, grade, "uncreative"); EquipItem(wep); Armor arm = new Armor(equipType, grade, "uncreative"); EquipItem(arm); } if (statPrio == 4) { Strength = (int) Math.Round(numUnusedStatPoints / 4.0); Intelligence = (int) Math.Round(numUnusedStatPoints / 2.0); Dexterity = (int) Math.Round(numUnusedStatPoints / 4.0); numUnusedStatPoints = 0; Classes.Items.Type equipType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Weapon wep = new Weapon(equipType, WeaponType.Staff, grade, "uncreative"); EquipItem(wep); Armor arm = new Armor(equipType, grade, "uncreative"); EquipItem(arm); } if (statPrio == 5) { Strength = (int) Math.Round(numUnusedStatPoints / 4.0); Intelligence = (int) Math.Round(numUnusedStatPoints / 4.0); Dexterity = (int) Math.Round(numUnusedStatPoints / 2.0); numUnusedStatPoints = 0; Classes.Items.Type equipType = (Classes.Items.Type)((Level % 12) / 2 + (Level % 12) % 2); int grade = Level / 12; Weapon wep = new Weapon(equipType, WeaponType.Bow, grade, "uncreative"); EquipItem(wep); Armor arm = new Armor(equipType, grade, "uncreative"); EquipItem(arm); } }
public int CompareTo(Armor item) { int ret = (Grade - item.Grade) + ((int)ItemType - (int)item.ItemType) + (HealthModifier - item.HealthModifier); return ret; }