public void Identifiers(CharacterCreation charCreate) { GetName = charCreate.GetName; GetGender = charCreate.GetGender; GetClass = charCreate.GetClass; GetTrait = charCreate.GetPersonalityTrait; }
static void Main(string[] args) { Credits cred = new Credits(); MainMenu menu = new MainMenu(); Random rand = new Random(); string userInput; userInput = Console.ReadLine(); while (userInput != "10") { switch (userInput) { case "1": //START GAME CharacterCreation newChar = new CharacterCreation(); MobDesign mob = new MobDesign(); PlayerStats playerstats = new PlayerStats(newChar); _ = new Inventory(newChar, playerstats); Player player = new Player(newChar, playerstats); TestDummy testdummy = new TestDummy(); MobStats mobstats = new MobStats(mob); _ = new StartFight(player, playerstats, rand, testdummy, mobstats); //to reduce clutter, when testing, exit Console.WriteLine("END OF CASE 1, EXITING"); Environment.Exit(0); break; case "2": //LOAD GAME Console.WriteLine("Option 2 Works\n"); break; case "3": //OPTIONS Console.WriteLine("Option 3 Works\n"); break; case "7": _ = new Help(); break; case "8": cred.PrintCredits(); break; case "9": //Quit Console.WriteLine("Ending Session..."); cred.PrintCredits(); _ = new Quit(); break; default: Console.WriteLine("\nInvalid Option |" + userInput + "|" + "\n" + "Try again\n"); break; } menu.CallMenu(); userInput = Console.ReadLine(); } }
//custom constructor public Player(CharacterCreation character, PlayerStats playerstats) { Identifiers(character); if (character.GetPersonalityTrait == "Hard-Headed") { playerstats.AddStrength(5, character); } Console.WriteLine(playerstats.ToString(character)); Console.WriteLine("\nSTATS COMPLETED"); }
//override public string ToString(CharacterCreation mob) { return("\nHealth: " + GetHealth + "\nResource: " + GetResource + " " + mob.GetClass + "\nArmor: " + totalArmor + "\nStamina: " + totalStamina + "\nStrength: " + totalStrength + "\nIntelligence: " + totalIntelligence + "\nAttack Power: " + totalAttackPower + "\nCrit Chance: " + totalCritChance + "\nHit Chance: " + totalHitChance + "\nSpeed: " + totalSpeed + "\nBase Melee Damage is: " + GetBaseMeleeDamage + "\nCalculated Melee Damage: " + meleeDamage); }
public PlayerStats(CharacterCreation playerCharacter) { AddStamina(0); AddStrength(0, playerCharacter); AddAgility(0); AddIntelligence(0, playerCharacter); AddSpeed(0); RandomBaseMeleeDamage(); InitializeMeleeDamage(); AddCritChance(0); AddHitChance(0); AddDefense(0); TotalHealth(); //Console.WriteLine(ToString()); }
public void AddIntelligence(int amountOfIntelligence, CharacterCreation playerCharacter) { totalIntelligence = amountOfIntelligence + totalIntelligence; if (playerCharacter.GetClass == "Warrior") { resource = 100; } if (playerCharacter.GetClass == "Rogue") { resource = 100; } if (playerCharacter.GetClass == "Mage") { resource = totalIntelligence * 15; } }
public void AddStrength(int amountOfStrength, CharacterCreation playerClass) { if (playerClass.GetClass == "Rogue") { int addOneStrengthFromAgility = totalAgility / 2; totalStrength = addOneStrengthFromAgility + totalStrength; totalStrength = amountOfStrength + totalStrength; totalAttackPower = (totalStrength * 2) + totalAttackPower; meleeDamage = (totalAttackPower / 4) + meleeDamage; } else { totalStrength = amountOfStrength + totalStrength; totalAttackPower = (totalStrength * 2) + totalAttackPower; meleeDamage = (totalAttackPower / 4) + meleeDamage; } }
public Inventory(CharacterCreation character, PlayerStats playerstats) { /*List<Inventory> Armor = new List<Inventory>(); * List<Inventory> Weapons = new List<Inventory>(); * List<Inventory> Miscellaneous = new List<Inventory>();*/ if (character.GetClass == "Warrior") { playerstats.AddStrength(5, character); } if (character.GetClass == "Rogue") { playerstats.AddAgility(5); } if (character.GetClass == "Mage") { playerstats.AddIntelligence(5, character); } }