public List <Monster> castMove(Monster attackMonster, Move attackMove, Monster defendingMonster) { List <Monster> attackDefenderList = new List <Monster>(); int staminaRequired = attackMove.getStamina(); int staminaPossessed = attackMonster.getStamina(); if (staminaRequired > staminaPossessed) { attackDefenderList.Add(attackMonster); attackDefenderList.Add(defendingMonster); Console.Write("Error Not enough Stamina" + "\n"); return(attackDefenderList); } float damage = 0; float netAttack; float netDefense; Console.Write("Move Name: " + attackMove.getName() + ", Stamina required: " + attackMove.getStamina() + "\n"); Console.Write("Attacker: " + attackMonster.getName() + ", Level: " + attackMonster.getLevel() + " Health: " + attackMonster.getHealth() + ", Stamina: " + attackMonster.getStamina() + "\n"); Console.Write("Defender: " + defendingMonster.getName() + ", Level: " + defendingMonster.getLevel() + " Health: " + defendingMonster.getHealth() + ", Stamina: " + defendingMonster.getStamina() + "\n"); netAttack = principalAttackValue(attackMonster, attackMove); netDefense = principalDefenseValue(defendingMonster, attackMove); damage = netAttack - netDefense; if (attackMove.getType() != "normal") { damage = specialAttack(defendingMonster, attackMove, damage); } else { } // Before damage is rendered the random varible must be applied // the random effectiveness variable, it will be modeled as RE = (2 / 3 + E) + R where 2 / 3 represents 66 % //effective all the time, then E = Level / 300, such that at level 100 a creature will be completely effective while // a creature at 1 will be .661.Then another variable R will be created. R will be a number that is a random // number between the range of 0:X where x = 1 - (.2 / 3 + E), int level = attackMonster.getLevel(); float tempLevel = (float)level; tempLevel = tempLevel / 100; damage = damage * tempLevel; int roundedDamage = (int)damage; defendingMonster.renderDamage(roundedDamage, attackMonster, defendingMonster, attackMove); attackDefenderList.Add(attackMonster); attackDefenderList.Add(defendingMonster); return(attackDefenderList); }
public List<Monster> castMove(Monster attackMonster, Move attackMove, Monster defendingMonster) { List<Monster> attackDefenderList = new List<Monster>(); int staminaRequired = attackMove.getStamina(); int staminaPossessed = attackMonster.getstamina(); if (staminaRequired > staminaPossessed) { attackDefenderList.Add(attackMonster); attackDefenderList.Add(defendingMonster); Console.Write("Error Not enough Stamina"+"\n"); return attackDefenderList; } float damage = 0; float netAttack; float netDefense; Console.Write("Move Name: " + attackMove.getName() +", Stamina required: "+attackMove.getStamina()+"\n"); Console.Write("Attacker: " + attackMonster.getName() + ", Level: " + attackMonster.getlevel()+" Health: "+attackMonster.gethealth()+", Stamina: " + attackMonster.getstamina() + "\n"); Console.Write("Defender: " + defendingMonster.getName() + ", Level: " + defendingMonster.getlevel()+" Health: "+defendingMonster.gethealth() + ", Stamina: "+defendingMonster.getstamina() +"\n"); netAttack = principalAttackValue(attackMonster, attackMove); netDefense = principalDefenseValue(defendingMonster, attackMove); damage = netAttack - netDefense; if (attackMove.getType() != "normal") { damage = specailAttack(defendingMonster, attackMove, damage); } else { } // Before damage is rendered the random varible must be applied // the random effectiveness variable, it will be modeled as RE = (2 / 3 + E) + R where 2 / 3 represents 66 % //effective all the time, then E = Level / 300, such that at level 100 a creature will be completely effective while // a creature at 1 will be .661.Then another variable R will be created. R will be a number that is a random // number between the range of 0:X where x = 1 - (.2 / 3 + E), int level=attackMonster.getlevel(); float tempLevel = (float)level; tempLevel = tempLevel / 100; damage = damage * tempLevel; int roundedDamage = (int)damage; defendingMonster.renderDamage(roundedDamage,attackMonster, defendingMonster,attackMove); attackDefenderList.Add(attackMonster); attackDefenderList.Add(defendingMonster); return attackDefenderList; }