示例#1
0
        public string DxRoll()
        {
            Passage p = new Passage();
            string _roll;
            List<string> l = new List<string>();

            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("3 dice vs. DX.");
            l.Add("4 dice vs. DX.");
            l.Add("4 dice vs. DX.");
            l.Add("4 dice vs. DX.");
            l.Add("5 dice vs. DX.");
            l.Add("5 dice vs. DX.");
            l.Add("6 dice vs. DX.");

            Randomizer r = new Randomizer();
            int rand = r.RandNumber(1, l.Count);
            var value = l[rand];
            _roll = value.ToString();
            return _roll;
        }
示例#2
0
 private void btnPasRRoll_Click(object sender, EventArgs e)
 {
     //passage re-roll
     Passage ps = new Passage();
     tbPasRes.Text = ps.PassageChk();
 }
示例#3
0
        private void btnMap_Click(object sender, EventArgs e)
        {
            tbChaRes.Text = "";
            tbEncRes.Text = "";
            tbPasRes.Text = "";
            tbTreRes.Text = "";

            if (cbRoomFreq.Text == "Few") { roomFreq = 2; }
            else if (cbRoomFreq.Text == "Moderate") { roomFreq = 4; }
            else if (cbRoomFreq.Text == "Average") { roomFreq = 6; }
            else if (cbRoomFreq.Text == "More") { roomFreq = 8; }
            else if (cbRoomFreq.Text == "Many") { roomFreq = 10; }
            else { roomFreq = 0; }

            if (cbHallDist.Text == "Shortest") { roomSpread = 0; }
            else if (cbHallDist.Text == "Short") { roomSpread = 1; }
            else if (cbHallDist.Text == "Moderate") { roomSpread = 2; }
            else if (cbHallDist.Text == "Long") { roomSpread = 3; }
            else if (cbHallDist.Text == "Longest") { roomSpread = 4; }
            else { roomSpread = 0; }

            Passage p = new Passage();
            p.SetupRollMods(roomFreq, roomSpread);

            //main generate methods...//
            RoomChamber rc = new RoomChamber();
            Encounter en = new Encounter();
            Treasure t = new Treasure();

            tbPasRes.Text = p.PassageChk();

            if (tbPasRes.Text.Contains("wandering monster"))
            {
                tbEncRes.Text = en.Wandering();
            }
            if (tbPasRes.Text.Contains("room"))
            {
                tbChaRes.Text = rc.Chamber();
            }
            if (tbChaRes.Text.Contains("an encounter"))
            {
                tbEncRes.Text = en.Monster();
            }
            if (tbChaRes.Text.Contains("treasure"))
            {
                tbTreRes.Text = t.TreasureRoll();
            }

            //####################################################################################################################################
            //####################################################################################################################################

            // #################### need to check reg to see if anything saved, if not popup setup form. #########################################

            //####################################################################################################################################
            //####################################################################################################################################
        }
示例#4
0
        //Table 8 Chamber or Room Contents  ==> goto table 9
        public string RoomContents()
        {
            Passage p = new Passage();
            Treasure t = new Treasure();
            Encounter e = new Encounter();
            string _cont;
            List<string> l = new List<string>();

            l.Add("The room is mostly empty. ");//needs dressing
            l.Add("The room is mostly empty. ");
            l.Add("The room is mostly empty. ");
            l.Add("The room is mostly empty. ");
            l.Add("The room is mostly empty. ");
            l.Add("The room is mostly empty. ");
            l.Add("The room is mostly empty. ");
            l.Add("The room contains an encounter. ");
            l.Add("The room contains an encounter. ");
            l.Add("The room contains an encounter. ");
            l.Add("The room contains an encounter. ");
            l.Add("The room contains an encounter and treasure. ");
            l.Add("The room contains an encounter and treasure. ");
            l.Add("The room contains an encounter and treasure. ");
            l.Add("The room contains an encounter and treasure. ");
            l.Add("The room contains an encounter and treasure. ");
            l.Add("The room contains an encounter and treasure. ");
            l.Add("The room contains " + p.Stairs());
            l.Add("The room contains a trap. " + t.Trap());
            l.Add("The room contains only treasure. "); ////////////////////  TREASURE!!!!

            Randomizer r = new Randomizer();
            int rand = r.RandNumber(1, l.Count);
            var value = l[rand];
            _cont = value.ToString();
            return _cont;
        }