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V.0.0.0 || Update project structure
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Fuinny committed Feb 20, 2024
1 parent 1d428dc commit 316dfc3
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142 changes: 69 additions & 73 deletions Neoa/Encounter.cs
Original file line number Diff line number Diff line change
@@ -1,82 +1,78 @@
/* This CS File is used for encounters, and minigames, like card games, chess ect...
Anything relating to those that you will find inside the game.
currently combat encounters are disabled because I don't know how to do them
// This is a draft of a future .cs file that will be used for various encounters, mini-games (like card games, chess, etc.), not currently used.

namespace Neoa
public class Enc
{
public static void PrisonFirstEncounter()
{
Program.DisplayLine("After walking a short distance from your cell a prisoner comes up to you..");
Program.DisplayLine("..\"Anaxians are all the same I'm tired of you all\"");
Program.DisplayLine("The deranged man begins to attempt to attack you using a rusty sword");
Program.DisplayLine("Right before the man can attack you the guard quickly tosses you his sword");
Console.ReadKey();
Combat(false, "deranged prisoner", 1, 2, 0);
Program.DisplayLine("The guard takes back his sword and tells you to continue on");
}
//namespace Neoa
// public class Enc
// {
// public static void PrisonFirstEncounter()
// {
// Program.DisplayLine("After walking a short distance from your cell a prisoner comes up to you..");
// Program.DisplayLine("..\"Anaxians are all the same I'm tired of you all\"");
// Program.DisplayLine("The deranged man begins to attempt to attack you using a rusty sword");
// Program.DisplayLine("Right before the man can attack you the guard quickly tosses you his sword");
// Console.ReadKey();
// Combat(false, "deranged prisoner", 1, 2, 0);
// Program.DisplayLine("The guard takes back his sword and tells you to continue on");
// }

public static void FirstEncounter()
{
Console.ReadKey();
// public static void FirstEncounter()
// {
// Console.ReadKey();

Combat(false, "Escaped Prisoner ", 1, 2, 1);
}
// Combat(false, "Escaped Prisoner ", 1, 2, 1);
// }

public static void Combat(bool random, string enemyName, int enemyPower, int enemyHealth, int enemyMana)
{
while (enemyHealth > 0)
{
Console.Clear();
Program.DisplayLine(enemyName);
Program.DisplayLine($"Health: {enemyHealth}");
Program.DisplayLine($"Strength: {enemyPower}");
Program.DisplayLine($"Mana: {enemyMana}");
Console.WriteLine("╔══════════════════════╗");
Console.WriteLine("║ (A)ttack (M)agic ║");
Console.WriteLine("║ (D)efend (F)lee ║");
Console.WriteLine("╚══════════════════════╝");
Program.DisplayLine($"{Program.Player.Name}");
Program.DisplayLine($"Health: {Program.Player.Health}");
Program.DisplayLine($"Mana: {Program.Player.Mana}");
// public static void Combat(bool random, string enemyName, int enemyPower, int enemyHealth, int enemyMana)
// {
// while (enemyHealth > 0)
// {
// Console.Clear();
// Program.DisplayLine(enemyName);
// Program.DisplayLine($"Health: {enemyHealth}");
// Program.DisplayLine($"Strength: {enemyPower}");
// Program.DisplayLine($"Mana: {enemyMana}");
// Console.WriteLine("╔══════════════════════╗");
// Console.WriteLine("║ (A)ttack (M)agic ║");
// Console.WriteLine("║ (D)efend (F)lee ║");
// Console.WriteLine("╚══════════════════════╝");
// Program.DisplayLine($"{Program.Player.Name}");
// Program.DisplayLine($"Health: {Program.Player.Health}");
// Program.DisplayLine($"Mana: {Program.Player.Mana}");

string input = Console.ReadLine();
// string input = Console.ReadLine();

while (string.IsNullOrWhiteSpace(input) && input != "a" && input != "m" && input != "d" && input != "f")
{
Console.WriteLine("Attack, magic, defend, or flee.");
input = Console.ReadLine();
}
// while (string.IsNullOrWhiteSpace(input) && input != "a" && input != "m" && input != "d" && input != "f")
// {
// Console.WriteLine("Attack, magic, defend, or flee.");
// input = Console.ReadLine();
// }

if (input.ToLower() == "a" && Program.Player.Class != "mage" && input == "attack")
{
Program.DisplayLine("");
Program.DisplayLine("");
}
else if (input.ToLower() == "m" || input == "magic")
{
Program.DisplayLine("Spells");
}
else if (input.ToLower() == "d" || input == "defend")
{
Program.DisplayLine("");
Program.DisplayLine("");
}
else if (input.ToLower() == "f" || input == "flee")
{
Program.DisplayLine("");
Program.DisplayLine("");
}
// if (input.ToLower() == "a" && Program.Player.Class != "mage" && input == "attack")
// {
// Program.DisplayLine("");
// Program.DisplayLine("");
// }
// else if (input.ToLower() == "m" || input == "magic")
// {
// Program.DisplayLine("Spells");
// }
// else if (input.ToLower() == "d" || input == "defend")
// {
// Program.DisplayLine("");
// Program.DisplayLine("");
// }
// else if (input.ToLower() == "f" || input == "flee")
// {
// Program.DisplayLine("");
// Program.DisplayLine("");
// }

if (Program.Player.Health < 0)
{
Program.DisplayLine("So you've died? thats not great");
//Program.Death();
}
// if (Program.Player.Health < 0)
// {
// Program.DisplayLine("So you've died? thats not great");
// //Program.Death();
// }

}
Console.ReadKey();
}
}
*/
// }
// Console.ReadKey();
// }
// }
65 changes: 29 additions & 36 deletions Neoa/Extra.cs
Original file line number Diff line number Diff line change
@@ -1,45 +1,38 @@
//Future CS file used for now.
/*
namespace Neoa
{
//YourHome is the dream DLC that triggers dreams sometimes when you sleep or are knocked out these dreams are sometimes eerie and creepy on purpose(as creepy as I can get)
public class YourHome
{
public bool Dreams = false;
public static string Dreamer;
// This is a draft of a future .cs file, not currently used.

public static void Intro()
{
Program.DisplayLine(ConsoleColor.White, "Distorted Voices","..What is this.....?");
Program.DisplayLine(ConsoleColor.White, "Distorted Voices","Who are you....");

Console.WriteLine();
//namespace Neoa
//{
// //YourHome is the dream DLC that triggers dreams sometimes when you sleep or are knocked out these dreams are sometimes eerie and creepy on purpose(as creepy as I can get)
// public class YourHome
// {
// public bool Dreams = false;
// public static string Dreamer;

Program.DisplayLine(ConsoleColor.DarkGreen,"You", "",0);
Dreamer = Console.ReadLine();
// public static void Intro()
// {
// Program.DisplayLine(ConsoleColor.White, "Distorted Voices", "..What is this.....?");
// Program.DisplayLine(ConsoleColor.White, "Distorted Voices", "Who are you....");

Console.WriteLine();
// Console.WriteLine();

Program.DisplayLine(ConsoleColor.White,"Distorted Voices",$"Oh its...its... you? {Dreamer} we don't know you... yet..");
// Program.DisplayLine(ConsoleColor.DarkGreen, "You", "", 0);
// Dreamer = Console.ReadLine();

// Console.WriteLine();

// Program.DisplayLine(ConsoleColor.White, "Distorted Voices", $"Oh its...its... you? {Dreamer} we don't know you... yet..");
// }
// }

}
}
// // The kings court is a DLC that is completely seperate from the base game.
// public class TKC
// {
// public bool KCourt = false;

// The kings court is a DLC that is completely seperate from the base game.
public class TKC
{
public bool KCourt = false;
public static void TKCIntro()
{
Program.DisplayLine(ConsoleColor.Yellow,"King", "Hiiii");
}
}
}
*/
// public static void TKCIntro()
// {
// Program.DisplayLine(ConsoleColor.Yellow, "King", "Hiiii");
// }
// }
//}
120 changes: 60 additions & 60 deletions Neoa/Player.cs
Original file line number Diff line number Diff line change
Expand Up @@ -44,88 +44,88 @@ public class Player

public static void SetupStats()
{
if (Program.Player.Species == "Human")
if (Program.Character.Species == "Human")
{
Program.Player.Health = 105;
Program.Player.Mana = 125;
Program.Player.Damage = 10;
Program.Player.DivineFavor = -5;
if (Program.Player.Ancestor == "Avalon" )
Program.Player.AncestralFavor = 20;
if (Program.Player.Ancestor != "Avalon" )
Program.Player.AncestralFavor = 2;
Program.Player.Sanity = 250;
Program.Player.Reputation = 0;
Program.Character.Health = 105;
Program.Character.Mana = 125;
Program.Character.Damage = 10;
Program.Character.DivineFavor = -5;
if (Program.Character.Ancestor == "Avalon" )
Program.Character.AncestralFavor = 20;
if (Program.Character.Ancestor != "Avalon" )
Program.Character.AncestralFavor = 2;
Program.Character.Sanity = 250;
Program.Character.Reputation = 0;

}
else if (Program.Player.Species == "Undead")
else if (Program.Character.Species == "Undead")
{
if (Program.Player.Subspecies == "Vampire")
if (Program.Character.Subspecies == "Vampire")
{
Program.Player.Health = 125;
Program.Player.Mana = 100;
Program.Player.Damage = 10;
if (Program.Player.Ancestor == "Tau-an")
Program.Player.AncestralFavor = 5;
else if (Program.Player.Ancestor != "Tau-an")
Program.Player.AncestralFavor = -50;
Program.Player.DivineFavor = -25;
Program.Player.Sanity = 235;
Program.Player.Reputation = 0;
Program.Character.Health = 125;
Program.Character.Mana = 100;
Program.Character.Damage = 10;
if (Program.Character.Ancestor == "Tau-an")
Program.Character.AncestralFavor = 5;
else if (Program.Character.Ancestor != "Tau-an")
Program.Character.AncestralFavor = -50;
Program.Character.DivineFavor = -25;
Program.Character.Sanity = 235;
Program.Character.Reputation = 0;

//Vampiric
Program.Player.Blooddamage = 2;
Program.Player.BloodMana = 100;
Program.Player.Bloodthirst = 1;
Program.Character.Blooddamage = 2;
Program.Character.BloodMana = 100;
Program.Character.Bloodthirst = 1;

}
else if (Program.Player.Subspecies == "Zombie")
else if (Program.Character.Subspecies == "Zombie")
{
Program.Player.Health = 120;
Program.Player.Mana = 20;
Program.Player.Damage = 12;
Program.Player.Armor = 3;
Program.Character.Health = 120;
Program.Character.Mana = 20;
Program.Character.Damage = 12;
Program.Character.Armor = 3;
//Due to them being resurected even if forced
Program.Player.DivineFavor = -30;
if (Program.Player.Ancestor == "Tau-An")
Program.Player.AncestralFavor = 2;
else if (Program.Player.Ancestor != "Tau-An")
Program.Player.AncestralFavor = -100;
Program.Player.Sanity = -250;
Program.Player.Reputation = -50;
Program.Character.DivineFavor = -30;
if (Program.Character.Ancestor == "Tau-An")
Program.Character.AncestralFavor = 2;
else if (Program.Character.Ancestor != "Tau-An")
Program.Character.AncestralFavor = -100;
Program.Character.Sanity = -250;
Program.Character.Reputation = -50;

//Undead
Program.Player.Bloodthirst = 50;
Program.Character.Bloodthirst = 50;
}
else if (Program.Player.Subspecies == "Revenant")
else if (Program.Character.Subspecies == "Revenant")
{
Program.Player.Health = 65;
Program.Player.Mana = 76;
Program.Player.Damage = 17;
Program.Player.Armor = 5;
Program.Player.DivineFavor = -35;
Program.Player.AncestralFavor = -50;
Program.Player.Sanity = -300;
Program.Player.Reputation = -60;
Program.Character.Health = 65;
Program.Character.Mana = 76;
Program.Character.Damage = 17;
Program.Character.Armor = 5;
Program.Character.DivineFavor = -35;
Program.Character.AncestralFavor = -50;
Program.Character.Sanity = -300;
Program.Character.Reputation = -60;
}

}
else if (Program.Player.Species == "Demonic")
else if (Program.Character.Species == "Demonic")
{
if (Program.Player.Subspecies == "Demon")
if (Program.Character.Subspecies == "Demon")
{
Program.Player.Health = 175;
Program.Player.Mana = 300;
Program.Player.Damage = 15;
Program.Player.Armor = 2;
Program.Player.DivineFavor = -30;
Program.Player.AncestralFavor = -200;
Program.Player.Sanity = 450;
Program.Player.Reputation = -100;
Program.Character.Health = 175;
Program.Character.Mana = 300;
Program.Character.Damage = 15;
Program.Character.Armor = 2;
Program.Character.DivineFavor = -30;
Program.Character.AncestralFavor = -200;
Program.Character.Sanity = 450;
Program.Character.Reputation = -100;

//Demonic
Program.Player.Bloodthirst = 5;
Program.Player.BloodMana = 100;
Program.Character.Bloodthirst = 5;
Program.Character.BloodMana = 100;

}
}
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