//Fournit une arme selon le cheat utilisé public WeaponManager(string cheat) { if (cheat == "1") { Weapon = new Weapon { AttackRate = 105, MissRate = 0, Name = "LOOKS LIKE IT'S GONNA HURT", Damage = 999999, Level = 9999 }; } if (cheat == "2") { Weapon = new Weapon { AttackRate = 95, MissRate = 2, Name = "YU NO HAVE SHAME ?", Damage = 15 + 1000000 * 15, Level = 1000000 }; } }
//Give a weapon based on experience public WeaponManager(int exp, bool first = false) { var weaponNamesF = new List<string> { "Epée", "Massue", "Dague", "Hachette", "Hache", "Pique" }; var weaponNamesM = new List<string> { "Gourdin", "Windows Vista", "Nunchaku", "Bâton", "Fléau", }; var weaponAdjectivesF = new List<string> { "puissante", "batarde", "légère", "large", "violente", "meurtiére" }; var weaponAdjectivesM = new List<string> { "puissant", "léger", "large", "violent", "meurtier", "assommant" }; var weaponSuffixes = new List<string> { "de windows millenium", "de mac os", "de java", "du 3310", "du ballmer", "de bris-os", "d'ashtenia", "du meurpog", "du soldat", "du chaos", "des arcanes", "de la nature" }; var attackRate = 35; var missRate = 32; var rand = Program.Random; var level = (int)Math.Floor((double)exp / 100); var damage = 15; var weaponLevel = level; damage = damage + level * 15; level = level > 10 ? 10 : level; attackRate = rand.Next((attackRate + (level - 1) * 6), (attackRate + level * 6)); missRate = rand.Next((missRate - level * 3), (missRate - (level - 1) * 3)); var name = ""; if (rand.Next(0, 2) == 0) { name = string.Format("{0} {1} {2}", weaponNamesF[rand.Next(0, weaponNamesF.Count())], weaponAdjectivesF[rand.Next(0, weaponAdjectivesF.Count())], weaponSuffixes[rand.Next(0, weaponSuffixes.Count())]); } else { name = string.Format("{0} {1} {2}", weaponNamesM[rand.Next(0, weaponNamesM.Count())], weaponAdjectivesM[rand.Next(0, weaponAdjectivesM.Count())], weaponSuffixes[rand.Next(0, weaponSuffixes.Count())]); } if (first == true) { name = "Couteau rouillé"; } Weapon = new Weapon {AttackRate = attackRate, MissRate = missRate, Name = name, Damage = damage, Level = weaponLevel}; }
//Give a weapon with an existing weapon public WeaponManager(Weapon weapon) { Weapon = weapon; }
//Envoie une attaque sur le monstre public int AttackMonster(Weapon arme) { var rand = Program.Random; var missChances = rand.Next(0, 101); int damage; if (missChances > (100 - arme.MissRate)) { damage = -1; } else { damage = rand.Next(arme.Damage - 5, arme.Damage + 6); damage = damage + PlayerBonusAttaque - MonsterBonusDefense; if (damage <= 0) damage = 0; MonsterM.Monster.Hp -= damage; } return damage; }