//Setting up enemy Values based on level , //Adjusting enemy difficulty/stats according to Player level //Lowering enemy health so we can easily win in the beggining of the game private int SetHp() { double tempHp = 50 * RandomEvents.NextDouble(0.70, 0.70) * player.level; return(Convert.ToInt32(tempHp)); }
private int SetArmor() { double tempArmor = 10 + (5 * RandomEvents.NextDouble(6.00, 6.00)); return(Convert.ToInt32(tempArmor)); }
private int SetXpReward() { double tempXp = 100 * RandomEvents.NextDouble(0.42, 0.42) * player.level / 2; return(Convert.ToInt32(tempXp)); }
private int SetGoldReward() { double tempReward = 20 * RandomEvents.NextDouble(0.60, 0.70) * player.level; return(Convert.ToInt32(tempReward)); }
//Lowering enemy stats in order to reach level 10 private int SetDp() { double tempDp = 40 * RandomEvents.NextDouble(0.12, 0.13) * player.level; return(Convert.ToInt32(tempDp)); }
private int SetArmor() { double tempArmor = 10 + RandomEvents.NextDouble(10, 30); return(Convert.ToInt32(tempArmor)); }
// private int SetDp() { double tempDp = 2 * RandomEvents.NextDouble(5, 10); return(Convert.ToInt32(tempDp)); }
private int SetHp() { double tempHp = 120 + RandomEvents.NextDouble(50, 100); return(Convert.ToInt32(tempHp)); }
//This section is for setting players the XP, health ,damage and armor // public int SetNeededXp() { double tempXp = 10 * RandomEvents.NextDouble(2, 3); return(Convert.ToInt32(tempXp)); }