/// <summary> /// Return the string for a label with a character that is NOT in battle. /// </summary> /// <param name="thisChar"></param> /// <returns></returns> public static string ReturnCharBaseString(Character thisChar) { string temp = ""; if (thisChar != null) { temp = "Level: " + thisChar.UnitLevel; if (thisChar.UnitLevel != 60) { temp += "\nXP: " + thisChar.CharCurrentXP + "/" + thisChar.CharXPToLevel; } else { temp += "\n"; } temp += "\nHealth: " + thisChar.BaseHP.IntValue + "/" + thisChar.BaseHP.IntValue + "\nStrength: " + thisChar.BaseStrength.IntValue + "\nAgility: " + thisChar.BaseAgility.IntValue + "\nIntellect: " + thisChar.BaseIntellingence.IntValue + "\nCrit: " + thisChar.BaseCrit.IntValue + " (" + CombatHandler.ReturnCritPercent(thisChar.UnitLevel, thisChar.BaseCrit.IntValue) + "%)" + "\nSpeed: " + thisChar.BuffedSpeed.IntValue + " (" + CombatHandler.ReturnSpeedPercent(thisChar.UnitLevel, thisChar.BuffedSpeed.IntValue) + "%)" + "\nAttack: " + thisChar.BaseAttackDamage.IntValue + "\nArmor: " + thisChar.BaseArmor.IntValue; } return(temp); }
/// <summary> /// Return the string for a label with a character that IS in battle. /// </summary> /// <param name="thisChar"></param> /// <returns></returns> public static string ReturnCharBattleString(Character thisChar) { string temp = ""; if (thisChar != null) { temp = thisChar.UnitName + "\nthe " + thisChar.CharClass + "\nLevel: " + thisChar.UnitLevel + "\nStrength: " + thisChar.BuffedStrength.IntValue + "\nAgility: " + thisChar.BuffedAgility.IntValue + "\nIntellect: " + thisChar.BuffedIntellingence.IntValue + "\nCrit: " + thisChar.BuffedCrit.IntValue + " (" + CombatHandler.ReturnCritPercent(thisChar.UnitLevel, thisChar.BuffedCrit.IntValue) + "%)" + "\nSpeed: " + thisChar.BuffedSpeed.IntValue + " (" + CombatHandler.ReturnSpeedPercent(thisChar.UnitLevel, thisChar.BuffedSpeed.IntValue) + "%)" + "\nAttack: " + thisChar.BuffedAttackDamage.IntValue + "\nArmor: " + thisChar.BuffedArmor.IntValue; } return(temp); }