Beispiel #1
0
void Player::init(int newStrength, int newDexterity, int newIntelligence, int newConstitution, int newPerception, int newLuck, string newName)
{
    // the name will be used to refer to the player during game and for saving/loading purposes
    set_name(newName);

    // check to make sure the values are not lower than zero
    if (newStrength > 0) newStrength = 0;
    if (newDexterity > 0) newDexterity = 0;

    // players start the game with no armour or weapons
    set_armourValue(0);
    set_weaponValue(0);

    // set the stats
    set_strength((float)newStrength);
    set_dexterity((float)newDexterity);
    set_intelligence((float)newIntelligence);
    set_constitution((float)newConstitution);
    set_perception((float)newPerception);
    set_luck((float)newLuck);

    //create a base attack and health value based off of the strength value
    set_baseAttack(10 + ((float)newStrength / 2));
    set_health(100 + ((float)newConstitution * 5));

    // these will always be false at the begining
    set_hasCritical(false);
    set_hasWeapon(false);
    set_isDead(false);
}
Beispiel #2
0
void create() {
  ::create();
  switch (random(4)) {
    case 0:
    case 3:
      set_short("a breadfruit");
      set_long("This round, green, bumpy fruit has fallen "
	       "from one of the trees. Its skin is still intact however, "
	       "so it should be fine to eat.");
      set_id( ({ "breadfruit", "bread fruit", "fruit", "bread" }) );
      set_strength(20);
      set_my_mess("You crack open the raw breadfruit and "
	          "manage to eat some of the starchy fruit.");
      set_your_mess("$N cracks open a breadfruit and manages to "
	            "eat some of the starchy fruit.");
      set_taste("default", "The bumpy skin doesn't have much taste at all.");
      set_weight(1);
    break;

    case 1:
      set_short("a jackfruit");
      set_long("An oval, pale green, and bumpy fruit that looks very similar to "
	       "the breadfruit, but a little smaller. This one has no cracks "
	       "and is safe to eat.");
      set_id( ({ "jackfruit", "jack fruit", "fruit" }) );
Beispiel #3
0
void create() {
 ::create();
   set_name("coconut");
   set_short("coconut");
   set_long("It was grown in the wild and looks great for a refreshing "
	"snack!");
   set_strength(5);
   set_id(({"coconut"}));
Beispiel #4
0
void create() {
    ::create();
    set_name("fish");
    set_short("an exotic fish");
    set_long("A colorful exotic fish. It died after being washed ashore "
             "and not being able to get back into the water, but is still "
             "good to be eaten. It looks rare indeed. Quite a catch!");
    set_strength(9);
    set_id(({"fish", "exotic fish"}));
Beispiel #5
0
void create() {
 ::create();
   set_name("firewater");
   set_type("soft drink");
   set_strength(2);
   set_weight(2);
    set_curr_value("gold", 2);
   set_short("a glass of firewater");
   set_empty_name("glass");
}
Beispiel #6
0
void create_object(void)
{
    set_name("alepotion");
    add_id("potion");
    add_id("medicine");
    set_short("Alepotion");
    set_long("A potion made from ale. You feel a bit sceptical about the " +
             "healing powers of ale but if the apothekary says it works...\n");
    set_value(20);
    set_weight(1);
    set_strength(25);
    set_eater_mess("You drink the alepotion and feel a bit better.\n");
    set_eating_mess(" drinks the alepotion and seems to regain strength.\n");
}
Beispiel #7
0
void
Perso::load_caracteristics(){
    // Initializing xml document class
    QDomDocument doc;
    {
        QFile f("Persos.xml");
        f.open(QIODevice::ReadOnly);
        doc.setContent(&f);
        f.close();
    }

    // Filling data
    {
        QDomElement root=doc.firstChild().toElement();
        QDomElement child=root.firstChild().toElement();

        while(!child.isNull()) {
            if(child.tagName() == "persos") {
                QDomElement enemy_node = child.firstChild().toElement();
                while(!enemy_node.isNull()) {
                    // If we are
                    if (enemy_node.tagName() == "perso" && enemy_node.attribute("id").toStdString()==_name) {
                        QDomElement tag_child = enemy_node.firstChild().toElement();
                        while(!tag_child.isNull()) {
                            if (tag_child.tagName() == "dead") {
                                _dead_equipment.add_money(tag_child.attribute("gold").toInt());
                                _dead_equipment.set_xp(tag_child.attribute("xp").toInt());
                                // TODO _dead_equipment.add_item(new Weapon/Shield("tag_child.attribute("weapon/shield")"));
                            }
                            else if (tag_child.tagName() == "lvl") {
                                if (tag_child.attribute("id").toInt() == _lvl) {
                                    set_HP(tag_child.attribute("HP").toInt());
                                    set_MP(tag_child.attribute("MP").toInt());
                                    set_max_HP(tag_child.attribute("HP").toInt());
                                    set_max_MP(tag_child.attribute("MP").toInt());
                                    set_def(tag_child.attribute("def").toInt());
                                    set_strength(tag_child.attribute("str").toInt());
                                    set_mobility(tag_child.attribute("mob").toInt());
                                }
                            }
                            tag_child = tag_child.nextSibling().toElement();
                        }
                    }
                    enemy_node = enemy_node.nextSibling().toElement();
                }
            }
            child = child.nextSibling().toElement();
        }
    }
}
static void
create() 
{
    ::create();
    set_name("clausthaler");
    set_short("a bottle of clausthaler");
    set_drinking_mess(" pours down a bottle of clausthaler.\n");
    set_drinker_mess("Ach, sehr gut.\n");
    set_strength(2);
    set_heal(3);
    set_value(10);
    set_weight(1);
    set_full(1);
    set_empty_container("keg");
    set_soft_strength(0);
    add_id(({ "beer", "bottle" }));
Beispiel #9
0
void INetwork::update(INetwork *a_network) {

	DBG3();

	if(a_network == NULL) {

		ERR("no network '%p'", a_network);
		return;
	}

	DBG("update network '%p'.", a_network);

	set_strength(a_network->get_strength());
	set_name(a_network->get_name());
	set_strength_average(a_network->get_strength_average());
	set_state(a_network->get_state());
}
Beispiel #10
0
static void
create() 
{
    ::create();
    set_name("wein");
    set_short("a huge keg of Wittgensteiner wein");
    set_drinking_mess(" raises a keg, and burps contendedly after having " +
                      "some.\n");
    set_drinker_mess("You put the keg to your mouth, and drink some of the " +
                     "wein. Gaaaaah.\n");
    set_strength(30);
    set_heal(45);
    set_value(600);
    set_weight(1);
    set_full(3);
    set_empty_container("keg");
    set_soft_strength(5);
    add_id(({ "wine", "keg" }));
Beispiel #11
0
void Enemy::init(float armourValue, float weaponValue, int statLevel)
{
    if (statLevel <= 0) statLevel = 1;

    set_armourValue(armourValue);
    set_weaponValue(weaponValue);

    set_strength((float)statLevel);
    set_dexterity((float)statLevel);

    set_baseAttack(10 + ((float)statLevel / 2));
    set_health(100 + ((float)statLevel * 5));

    set_hasCritical(false);
    set_isDead(false);

    if (weaponValue > 0) set_hasWeapon(true);
    else set_hasWeapon(false);
}