public static Actor CreateRandomThug() { // create fighter-type Actor a = CreateRandomActor(Attribute.Strength, Attribute.Constitution); a.Name = "Thug"; a.SetAlignment(Alignment.Neutral_Evil); a.AI.RunToAttackMelee = true; // add random melee weapon RPGWeapon wpn = RPGWeapon.CreateRandomMeleeWeapon(); if (a.inventory.AddBodyItem(wpn) == false) { a.inventory.AddPackItem(wpn); } // add one piece of armor RPGArmor apiece = RPGArmor.CreateRandomArmorPiece(); a.inventory.AddBodyItem(apiece); return(a); }
public static Actor CreateRandomFighter() { Actor a = CreateRandomActor(Attribute.Strength, Attribute.Constitution); a.Name = "Random Fighter"; // equip with fighter gear a.inventory.AddBodyItem(RPGArmor.CreateRandomTorsoArmor()); a.inventory.AddBodyItem(RPGArmor.CreateRandomShield()); // 50/50 for a belt if (new RPGCalc().Roll(100) > 50) { a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.Belt)); } // boots // 20% heavy, 40% light, 40% none int bootsRoll = new RPGCalc().Roll(100); if (bootsRoll > 80) { a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.HeavyBoots)); } else if (bootsRoll > 40) { a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.LightBoots)); } // helm // 20% full, 40% small, 40% none int helmRoll = new RPGCalc().Roll(100); if (helmRoll > 80) { a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.FullHelm)); } else if (helmRoll > 40) { a.inventory.AddBodyItem(new RPGArmor(RPGArmor.ArmorClass.SmallHelm)); } // add random melee weapon RPGWeapon wpn = RPGWeapon.CreateRandomMeleeWeapon(); if (a.inventory.AddBodyItem(wpn) == false) { a.inventory.AddPackItem(wpn); } a.AI.RunToAttackMelee = true; return(a); }
public PlayerCharacter() { inventory.AddBodyItem(RPGWeapon.CreateRandomMeleeWeapon()); //for (int i = 0; i < 3; i++) //{ inventory.AddPackItem(RPGPotion.CreatePotionHealingSmall()); //} this.AI.RunToAttackMelee = false; // for testing only: //SpellBook = RPGSpellBook.CreateRandomSpellbook(); SpellBook = RPGSpellBook.CreateTestSpellbook(); }
public static Actor CreateRandomRobber() { Actor a = CreateRandomActor(Attribute.Strength, Attribute.Dexterity); a.Name = "Robber"; a.SetAlignment(Alignment.Neutral_Evil); a.AI.RunToAttackMelee = true; // add random melee weapon RPGWeapon wpn = RPGWeapon.CreateRandomMeleeWeapon(); if (a.inventory.AddBodyItem(wpn) == false) { a.inventory.AddPackItem(wpn); } return(a); }