public void play(Hike nowHike) { Character subject; subject = PlayerInteractions.ChooseCharacter(nowHike); consequence.Play(nowHike, subject); }
public void play(Hike nowHike) { Character subject; subject = PlayerInteractions.ChooseCharacter(nowHike); if (Functions.TestCharacter(attribute, talent, difficulty, subject)) { nextGoodEventt.Play(nowHike); } else { nextBadEventt.Play(nowHike); } }
public void play(Hike nowHike) { Character subject; subject = PlayerInteractions.ChooseCharacter(nowHike); if (Functions.Test(subject.GetAttributeValue(attribute), subject.GetTalentValue(attribute, skill), difficulty)) { Console.WriteLine(gDescription); } else { subject.DamageCharacter(damage); Console.WriteLine(bDescription); } }
public void Downtime() { int cho; do { Console.WriteLine("Choose your downtime action:"); Console.WriteLine("0. Use an item"); Console.WriteLine("9. Go on"); cho = PlayerInput.Input(0, 10); switch (cho) { case 0: { PlayerInteractions.ChooseItem(this, PlayerInteractions.ChooseCharacter(this)); break; } } } while (cho != 9); }
public void play(Hike nowHike) { Character subject; subject = PlayerInteractions.ChooseCharacter(nowHike); if (Functions.Test(subject.GetAttributeValue(attribute), subject.GetTalentValue(attribute, skill), difficulty)) { Console.WriteLine(gDescription); foreach (Character subj in nowHike.GetAllCharacters()) { gConsequence.Play(nowHike, subj); } } else { Console.WriteLine(bDescription); foreach (Character subj in nowHike.GetAllCharacters()) { bConsequence.Play(nowHike, subj); } } }