First C# RPG game and project as a beginner












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Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.



Events:



static class Events
{
public static void SpawnWeapon(string weapon_name)
{
Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
Player.EquipWeapon(weapon_name);
}

public static void LootHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
player.HP += 3;
}

public static void LootSpecialHerbs(Player player)
{
Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}

public static void LootMedicine(Player player)
{
Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
player.HP += 5;
}

public static void LootHighGradeMedicine(Player player)
{
Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
player.HP += 7;
}

public static void GodBlessing(Player player)
{
Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
"and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
player.HP += 12;
}
}


Battle:



static class Battle
{
public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
public static int attack_timer = 1500;

public static bool isCrit()
{
Random rnd = new Random();
int crit = rnd.Next(1, crit_chance);

if (crit == 1)
{
return true;
}
return false;
}

public static bool isPlayerDead(Player player)
{
if (player.HP <= 0)
{
return true;
}
return false;
}

public static bool isMobDead(Mob mob)
{
if (mob.HP <= 0)
{
return true;
}
return false;
}

public static void PlayerAttack(Player player, Mob mob)
{
bool was_crit = false;

int DamageInflicted()
{
int damage = player.Attack() - mob.Defense();
if (damage <= 1)
{
damage = 1;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}

mob.HP -= DamageInflicted();

if (was_crit == true)
{
Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("You dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("The enemy has {0} HP.", mob.HP);
}

public static void EnemyAttack(Player player, Mob mob)
{
bool was_crit = false;

int DamageInflicted()
{
int damage = mob.Attack() - player.Defense();
if (damage <= 0)
{
damage = 0;
}
if (isCrit() == true)
{
was_crit = true;
damage += damage;
}
return damage;
}

player.HP -= DamageInflicted();

if (was_crit == true)
{
Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
}
else
{
Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
}
Console.WriteLine("You have {0} HP.", player.HP);
}

public static void MakeBattle(Player player, Mob mob)
{
Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
mob.Stats();
Console.WriteLine("Press Enter to begin the fight.");
Console.ReadLine();
Random rnd = new Random();
int move = rnd.Next(1, 3);
if (move == 1)
{
Console.WriteLine("You begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}

Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}
}
}
else
{
Console.WriteLine("The enemy will begin!");
while (true)
{
Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
EnemyAttack(player, mob);
if (isPlayerDead(player))
{
Console.WriteLine("You died! Game Over!");
break;
}

Console.WriteLine();
System.Threading.Thread.Sleep(attack_timer);
PlayerAttack(player, mob);
if (isMobDead(mob))
{
Console.WriteLine("You killed the {0}!", mob.specie);
Console.ReadLine();
Console.Clear();
break;
}
}
}
}
}


Mob:



class Mob
{
public string specie;
public string name;
public int base_attack = 2;
public int base_defense = 1;
public int HP;

public int mob_defense;
public int mob_attack;

public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
{
specie = aSpecie;
name = aName;
HP = aHP;
mob_attack = aAttack;
mob_defense = aDefense;
}

public int Attack()
{
return (base_attack + mob_attack);
}

public int Defense()
{
return (base_defense + mob_defense);
}

public void Stats()
{
Console.WriteLine("The {0} {1}'s Stats:", specie, name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0}", Attack());
Console.WriteLine("Defense: {0}", Defense());
}
}


Story:



static class Story
{
public static void S_1_Bandits(Player player)
{
Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
Console.WriteLine("And they don't seem so friendly...");
Console.ReadLine();
Console.Clear();
}

public static void S_2_Knights()
{
Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
Console.WriteLine("Many people have joined this movement, including some knights.");
Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
Console.WriteLine("Maybe they're friendly?");
Console.ReadLine();
Console.WriteLine("Nope.");
Console.ReadLine();
Console.Clear();
}

public static void S_3_Dragons()
{
Console.WriteLine("With the knights defeated you continue on your journey!");
Console.WriteLine("After a while you make it to the lair of dragons...");
Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
Console.WriteLine("The time has come to end the dragons rampage!");
Console.ReadLine();
Console.Clear();
}

public static void S_End(Player player)
{
Console.WriteLine("You killed the dragons and saved the kingdom!");
Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
Console.WriteLine("Congrats!");
}
}


Weapon:



class Weapon
{
public string name;
public int attack;
public int defense;

public static List<Weapon> weapon_list = new List<Weapon>();

public Weapon(string aName, int aAttack, int aDefense)
{
name = aName;
attack = aAttack;
defense = aDefense;

}

public static void CreateWeapon( string name, int attack, int defense)
{
Weapon weapon = new Weapon(name, attack, defense);
weapon_list.Add(weapon);
}

public static void CheckAllAvailableWeaponsStats()
{
Console.WriteLine("nAll weapons in the game:");
foreach (Weapon weapon in Weapon.weapon_list)
{
Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
Console.WriteLine("---------------------------");
}
}

public static void CheckWeaponStats(Weapon weapon)
{
Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
}

public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
{
if (your_weapon == Player.equipped_weapon)
{
Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
" Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
else
{
Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
"| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
}
}
}


Player:



class Player
{
public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);

public string name;
public int HP;
public int level = 0;
public static Weapon equipped_weapon = initial_sword;

public int base_attack = 4;
public int base_defense = 2;

public Player(string aName, int aHP)
{
name = aName;
HP = aHP;
}

public int Attack()
{
return (base_attack + equipped_weapon.attack);
}

public int Defense()
{
return (base_defense + equipped_weapon.defense);
}

public void Stats()
{
Console.WriteLine("n{0}'s Stats:", name);
Console.WriteLine("HP: {0}", HP);
Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
}

public static bool QuestionPrompt()
{
string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };

Console.Write("-->");
string input = Console.ReadLine();
string iinput = input.ToLower();
foreach (string value in yes_list)
{
if (value.Equals(iinput))
{
return true;
}
else
{
continue;
}
}
return false;
}

public static void ChangeWeaponByName(string new_weapon_name)
{
Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);

bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == new_weapon_name.ToLower())
{
weapon_to_change = weapon;
return true;
}
else
{
continue;
}
}
return false;
}

if (WeaponExists() == true)
{
equipped_weapon = weapon_to_change;
}
}

public static void ChangeWeapon(Weapon new_weapon)
{
equipped_weapon = new_weapon;
}

public static void EquipWeapon(string weapon_name)
{
Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);

bool WeaponExists()
{
foreach (Weapon weapon in Weapon.weapon_list)
{
if (weapon.name.ToLower() == weapon_name.ToLower())
{
weapon_to_equip = weapon;
return true;
}
else
{
continue;
}
}
return false;
}

if (WeaponExists())
{
Console.WriteLine("nComparison of both weapons stats:");
Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
Console.WriteLine("Are you sure you want to equip this weapon?");
if (QuestionPrompt() == true)
{
Console.WriteLine("You equipped the weapon!");
ChangeWeapon(weapon_to_equip);
}
else
{
Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
}
}
else
{
Console.WriteLine("The weapon you want to equip doesn't exist!");
}
}

public static void CheckEquippedWeapon()
{
Console.WriteLine("Equipped Weapon:");
Weapon.CheckWeaponStats(equipped_weapon);
}
}


Main:



    static void Main()
{
Player player = new Player("", 30);

bool PlayerDied()
{
if (Battle.isPlayerDead(player) == true)
{
return true;
}
return false;
}

Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights

Player.ChangeWeaponByName("rusty old sword");

// the enemies
Mob bandits =
{
new Mob("Bandit", "Rob", 10, 6, 2),
new Mob("Bandit Leader", "Joe", 10, 7, 2)
};
Mob knights =
{
new Mob("Knight", "Rob", 12, 8, 4),
new Mob("Knight", "John", 12, 9, 3),
new Mob("Knight Captain", "Aaron", 14, 10, 4),
};
Mob dragons =
{
new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
new Mob("Dragon Leader", "Helios", 18, 11, 6),
};

Console.WriteLine("What's your name, adventurer?");
string response = Console.ReadLine();
player.name = response;

player.Stats();
Console.WriteLine("nPress anything to begin the game.");
Console.ReadLine();
Console.Clear();

while (true)
{
Story.S_1_Bandits(player); // first part of the story
foreach (Mob mob in bandits)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}

if (PlayerDied() == true)
{
break;
}

Events.SpawnWeapon("Iron Sword");
if (player.HP <= 16)
{
Events.LootSpecialHerbs(player);
}
else
{
Events.LootHerbs(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();

Console.Clear();

Story.S_2_Knights(); // second part of the story
foreach (Mob mob in knights)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}

if (PlayerDied() == true)
{
break;
}

Events.SpawnWeapon("Enchanted Silver Sword");
Events.LootMedicine(player);
if (player.HP >= 15)
{
Events.LootHighGradeMedicine(player);
}
else if (player.HP <= 13)
{
Events.GodBlessing(player);
}
else
{
Events.LootMedicine(player);
}
player.Stats();
Console.WriteLine("nPress Enter to continue.");
Console.ReadLine();

Console.Clear();

Story.S_3_Dragons(); // third part of the story
foreach (Mob mob in dragons)
{
Battle.MakeBattle(player, mob);
if (Battle.isPlayerDead(player) == true)
{
break;
}
}

if (PlayerDied() == true)
{
break;
}

Console.Clear();

Story.S_End(player);

break;
}

Console.ReadLine();
}
}








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    0














    Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.



    Events:



    static class Events
    {
    public static void SpawnWeapon(string weapon_name)
    {
    Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
    Player.EquipWeapon(weapon_name);
    }

    public static void LootHerbs(Player player)
    {
    Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
    player.HP += 3;
    }

    public static void LootSpecialHerbs(Player player)
    {
    Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
    player.HP += 5;
    }

    public static void LootMedicine(Player player)
    {
    Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
    player.HP += 5;
    }

    public static void LootHighGradeMedicine(Player player)
    {
    Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
    player.HP += 7;
    }

    public static void GodBlessing(Player player)
    {
    Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
    "and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
    player.HP += 12;
    }
    }


    Battle:



    static class Battle
    {
    public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
    public static int attack_timer = 1500;

    public static bool isCrit()
    {
    Random rnd = new Random();
    int crit = rnd.Next(1, crit_chance);

    if (crit == 1)
    {
    return true;
    }
    return false;
    }

    public static bool isPlayerDead(Player player)
    {
    if (player.HP <= 0)
    {
    return true;
    }
    return false;
    }

    public static bool isMobDead(Mob mob)
    {
    if (mob.HP <= 0)
    {
    return true;
    }
    return false;
    }

    public static void PlayerAttack(Player player, Mob mob)
    {
    bool was_crit = false;

    int DamageInflicted()
    {
    int damage = player.Attack() - mob.Defense();
    if (damage <= 1)
    {
    damage = 1;
    }
    if (isCrit() == true)
    {
    was_crit = true;
    damage += damage;
    }
    return damage;
    }

    mob.HP -= DamageInflicted();

    if (was_crit == true)
    {
    Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
    }
    else
    {
    Console.WriteLine("You dealt {0} damage.", DamageInflicted());
    }
    Console.WriteLine("The enemy has {0} HP.", mob.HP);
    }

    public static void EnemyAttack(Player player, Mob mob)
    {
    bool was_crit = false;

    int DamageInflicted()
    {
    int damage = mob.Attack() - player.Defense();
    if (damage <= 0)
    {
    damage = 0;
    }
    if (isCrit() == true)
    {
    was_crit = true;
    damage += damage;
    }
    return damage;
    }

    player.HP -= DamageInflicted();

    if (was_crit == true)
    {
    Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
    }
    else
    {
    Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
    }
    Console.WriteLine("You have {0} HP.", player.HP);
    }

    public static void MakeBattle(Player player, Mob mob)
    {
    Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
    mob.Stats();
    Console.WriteLine("Press Enter to begin the fight.");
    Console.ReadLine();
    Random rnd = new Random();
    int move = rnd.Next(1, 3);
    if (move == 1)
    {
    Console.WriteLine("You begin!");
    while (true)
    {
    Console.WriteLine();
    System.Threading.Thread.Sleep(attack_timer);
    PlayerAttack(player, mob);
    if (isMobDead(mob))
    {
    Console.WriteLine("You killed the {0}!", mob.specie);
    Console.ReadLine();
    Console.Clear();
    break;
    }

    Console.WriteLine();
    System.Threading.Thread.Sleep(attack_timer);
    EnemyAttack(player, mob);
    if (isPlayerDead(player))
    {
    Console.WriteLine("You died! Game Over!");
    break;
    }
    }
    }
    else
    {
    Console.WriteLine("The enemy will begin!");
    while (true)
    {
    Console.WriteLine();
    System.Threading.Thread.Sleep(attack_timer);
    EnemyAttack(player, mob);
    if (isPlayerDead(player))
    {
    Console.WriteLine("You died! Game Over!");
    break;
    }

    Console.WriteLine();
    System.Threading.Thread.Sleep(attack_timer);
    PlayerAttack(player, mob);
    if (isMobDead(mob))
    {
    Console.WriteLine("You killed the {0}!", mob.specie);
    Console.ReadLine();
    Console.Clear();
    break;
    }
    }
    }
    }
    }


    Mob:



    class Mob
    {
    public string specie;
    public string name;
    public int base_attack = 2;
    public int base_defense = 1;
    public int HP;

    public int mob_defense;
    public int mob_attack;

    public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
    {
    specie = aSpecie;
    name = aName;
    HP = aHP;
    mob_attack = aAttack;
    mob_defense = aDefense;
    }

    public int Attack()
    {
    return (base_attack + mob_attack);
    }

    public int Defense()
    {
    return (base_defense + mob_defense);
    }

    public void Stats()
    {
    Console.WriteLine("The {0} {1}'s Stats:", specie, name);
    Console.WriteLine("HP: {0}", HP);
    Console.WriteLine("Attack: {0}", Attack());
    Console.WriteLine("Defense: {0}", Defense());
    }
    }


    Story:



    static class Story
    {
    public static void S_1_Bandits(Player player)
    {
    Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
    Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
    Console.WriteLine("And they don't seem so friendly...");
    Console.ReadLine();
    Console.Clear();
    }

    public static void S_2_Knights()
    {
    Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
    Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
    Console.WriteLine("Many people have joined this movement, including some knights.");
    Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
    Console.WriteLine("Maybe they're friendly?");
    Console.ReadLine();
    Console.WriteLine("Nope.");
    Console.ReadLine();
    Console.Clear();
    }

    public static void S_3_Dragons()
    {
    Console.WriteLine("With the knights defeated you continue on your journey!");
    Console.WriteLine("After a while you make it to the lair of dragons...");
    Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
    Console.WriteLine("The time has come to end the dragons rampage!");
    Console.ReadLine();
    Console.Clear();
    }

    public static void S_End(Player player)
    {
    Console.WriteLine("You killed the dragons and saved the kingdom!");
    Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
    Console.WriteLine("Congrats!");
    }
    }


    Weapon:



    class Weapon
    {
    public string name;
    public int attack;
    public int defense;

    public static List<Weapon> weapon_list = new List<Weapon>();

    public Weapon(string aName, int aAttack, int aDefense)
    {
    name = aName;
    attack = aAttack;
    defense = aDefense;

    }

    public static void CreateWeapon( string name, int attack, int defense)
    {
    Weapon weapon = new Weapon(name, attack, defense);
    weapon_list.Add(weapon);
    }

    public static void CheckAllAvailableWeaponsStats()
    {
    Console.WriteLine("nAll weapons in the game:");
    foreach (Weapon weapon in Weapon.weapon_list)
    {
    Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
    Console.WriteLine("---------------------------");
    }
    }

    public static void CheckWeaponStats(Weapon weapon)
    {
    Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
    }

    public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
    {
    if (your_weapon == Player.equipped_weapon)
    {
    Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
    " Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
    }
    else
    {
    Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
    "| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
    }
    }
    }


    Player:



    class Player
    {
    public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);

    public string name;
    public int HP;
    public int level = 0;
    public static Weapon equipped_weapon = initial_sword;

    public int base_attack = 4;
    public int base_defense = 2;

    public Player(string aName, int aHP)
    {
    name = aName;
    HP = aHP;
    }

    public int Attack()
    {
    return (base_attack + equipped_weapon.attack);
    }

    public int Defense()
    {
    return (base_defense + equipped_weapon.defense);
    }

    public void Stats()
    {
    Console.WriteLine("n{0}'s Stats:", name);
    Console.WriteLine("HP: {0}", HP);
    Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
    Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
    Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
    }

    public static bool QuestionPrompt()
    {
    string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };

    Console.Write("-->");
    string input = Console.ReadLine();
    string iinput = input.ToLower();
    foreach (string value in yes_list)
    {
    if (value.Equals(iinput))
    {
    return true;
    }
    else
    {
    continue;
    }
    }
    return false;
    }

    public static void ChangeWeaponByName(string new_weapon_name)
    {
    Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);

    bool WeaponExists()
    {
    foreach (Weapon weapon in Weapon.weapon_list)
    {
    if (weapon.name.ToLower() == new_weapon_name.ToLower())
    {
    weapon_to_change = weapon;
    return true;
    }
    else
    {
    continue;
    }
    }
    return false;
    }

    if (WeaponExists() == true)
    {
    equipped_weapon = weapon_to_change;
    }
    }

    public static void ChangeWeapon(Weapon new_weapon)
    {
    equipped_weapon = new_weapon;
    }

    public static void EquipWeapon(string weapon_name)
    {
    Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);

    bool WeaponExists()
    {
    foreach (Weapon weapon in Weapon.weapon_list)
    {
    if (weapon.name.ToLower() == weapon_name.ToLower())
    {
    weapon_to_equip = weapon;
    return true;
    }
    else
    {
    continue;
    }
    }
    return false;
    }

    if (WeaponExists())
    {
    Console.WriteLine("nComparison of both weapons stats:");
    Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
    Console.WriteLine("Are you sure you want to equip this weapon?");
    if (QuestionPrompt() == true)
    {
    Console.WriteLine("You equipped the weapon!");
    ChangeWeapon(weapon_to_equip);
    }
    else
    {
    Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
    }
    }
    else
    {
    Console.WriteLine("The weapon you want to equip doesn't exist!");
    }
    }

    public static void CheckEquippedWeapon()
    {
    Console.WriteLine("Equipped Weapon:");
    Weapon.CheckWeaponStats(equipped_weapon);
    }
    }


    Main:



        static void Main()
    {
    Player player = new Player("", 30);

    bool PlayerDied()
    {
    if (Battle.isPlayerDead(player) == true)
    {
    return true;
    }
    return false;
    }

    Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
    Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
    Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights

    Player.ChangeWeaponByName("rusty old sword");

    // the enemies
    Mob bandits =
    {
    new Mob("Bandit", "Rob", 10, 6, 2),
    new Mob("Bandit Leader", "Joe", 10, 7, 2)
    };
    Mob knights =
    {
    new Mob("Knight", "Rob", 12, 8, 4),
    new Mob("Knight", "John", 12, 9, 3),
    new Mob("Knight Captain", "Aaron", 14, 10, 4),
    };
    Mob dragons =
    {
    new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
    new Mob("Dragon Leader", "Helios", 18, 11, 6),
    };

    Console.WriteLine("What's your name, adventurer?");
    string response = Console.ReadLine();
    player.name = response;

    player.Stats();
    Console.WriteLine("nPress anything to begin the game.");
    Console.ReadLine();
    Console.Clear();

    while (true)
    {
    Story.S_1_Bandits(player); // first part of the story
    foreach (Mob mob in bandits)
    {
    Battle.MakeBattle(player, mob);
    if (Battle.isPlayerDead(player) == true)
    {
    break;
    }
    }

    if (PlayerDied() == true)
    {
    break;
    }

    Events.SpawnWeapon("Iron Sword");
    if (player.HP <= 16)
    {
    Events.LootSpecialHerbs(player);
    }
    else
    {
    Events.LootHerbs(player);
    }
    player.Stats();
    Console.WriteLine("nPress Enter to continue.");
    Console.ReadLine();

    Console.Clear();

    Story.S_2_Knights(); // second part of the story
    foreach (Mob mob in knights)
    {
    Battle.MakeBattle(player, mob);
    if (Battle.isPlayerDead(player) == true)
    {
    break;
    }
    }

    if (PlayerDied() == true)
    {
    break;
    }

    Events.SpawnWeapon("Enchanted Silver Sword");
    Events.LootMedicine(player);
    if (player.HP >= 15)
    {
    Events.LootHighGradeMedicine(player);
    }
    else if (player.HP <= 13)
    {
    Events.GodBlessing(player);
    }
    else
    {
    Events.LootMedicine(player);
    }
    player.Stats();
    Console.WriteLine("nPress Enter to continue.");
    Console.ReadLine();

    Console.Clear();

    Story.S_3_Dragons(); // third part of the story
    foreach (Mob mob in dragons)
    {
    Battle.MakeBattle(player, mob);
    if (Battle.isPlayerDead(player) == true)
    {
    break;
    }
    }

    if (PlayerDied() == true)
    {
    break;
    }

    Console.Clear();

    Story.S_End(player);

    break;
    }

    Console.ReadLine();
    }
    }








    share







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    Cavalex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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      0












      0








      0







      Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.



      Events:



      static class Events
      {
      public static void SpawnWeapon(string weapon_name)
      {
      Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
      Player.EquipWeapon(weapon_name);
      }

      public static void LootHerbs(Player player)
      {
      Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
      player.HP += 3;
      }

      public static void LootSpecialHerbs(Player player)
      {
      Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
      player.HP += 5;
      }

      public static void LootMedicine(Player player)
      {
      Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
      player.HP += 5;
      }

      public static void LootHighGradeMedicine(Player player)
      {
      Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
      player.HP += 7;
      }

      public static void GodBlessing(Player player)
      {
      Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
      "and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
      player.HP += 12;
      }
      }


      Battle:



      static class Battle
      {
      public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
      public static int attack_timer = 1500;

      public static bool isCrit()
      {
      Random rnd = new Random();
      int crit = rnd.Next(1, crit_chance);

      if (crit == 1)
      {
      return true;
      }
      return false;
      }

      public static bool isPlayerDead(Player player)
      {
      if (player.HP <= 0)
      {
      return true;
      }
      return false;
      }

      public static bool isMobDead(Mob mob)
      {
      if (mob.HP <= 0)
      {
      return true;
      }
      return false;
      }

      public static void PlayerAttack(Player player, Mob mob)
      {
      bool was_crit = false;

      int DamageInflicted()
      {
      int damage = player.Attack() - mob.Defense();
      if (damage <= 1)
      {
      damage = 1;
      }
      if (isCrit() == true)
      {
      was_crit = true;
      damage += damage;
      }
      return damage;
      }

      mob.HP -= DamageInflicted();

      if (was_crit == true)
      {
      Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
      }
      else
      {
      Console.WriteLine("You dealt {0} damage.", DamageInflicted());
      }
      Console.WriteLine("The enemy has {0} HP.", mob.HP);
      }

      public static void EnemyAttack(Player player, Mob mob)
      {
      bool was_crit = false;

      int DamageInflicted()
      {
      int damage = mob.Attack() - player.Defense();
      if (damage <= 0)
      {
      damage = 0;
      }
      if (isCrit() == true)
      {
      was_crit = true;
      damage += damage;
      }
      return damage;
      }

      player.HP -= DamageInflicted();

      if (was_crit == true)
      {
      Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
      }
      else
      {
      Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
      }
      Console.WriteLine("You have {0} HP.", player.HP);
      }

      public static void MakeBattle(Player player, Mob mob)
      {
      Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
      mob.Stats();
      Console.WriteLine("Press Enter to begin the fight.");
      Console.ReadLine();
      Random rnd = new Random();
      int move = rnd.Next(1, 3);
      if (move == 1)
      {
      Console.WriteLine("You begin!");
      while (true)
      {
      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      PlayerAttack(player, mob);
      if (isMobDead(mob))
      {
      Console.WriteLine("You killed the {0}!", mob.specie);
      Console.ReadLine();
      Console.Clear();
      break;
      }

      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      EnemyAttack(player, mob);
      if (isPlayerDead(player))
      {
      Console.WriteLine("You died! Game Over!");
      break;
      }
      }
      }
      else
      {
      Console.WriteLine("The enemy will begin!");
      while (true)
      {
      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      EnemyAttack(player, mob);
      if (isPlayerDead(player))
      {
      Console.WriteLine("You died! Game Over!");
      break;
      }

      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      PlayerAttack(player, mob);
      if (isMobDead(mob))
      {
      Console.WriteLine("You killed the {0}!", mob.specie);
      Console.ReadLine();
      Console.Clear();
      break;
      }
      }
      }
      }
      }


      Mob:



      class Mob
      {
      public string specie;
      public string name;
      public int base_attack = 2;
      public int base_defense = 1;
      public int HP;

      public int mob_defense;
      public int mob_attack;

      public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
      {
      specie = aSpecie;
      name = aName;
      HP = aHP;
      mob_attack = aAttack;
      mob_defense = aDefense;
      }

      public int Attack()
      {
      return (base_attack + mob_attack);
      }

      public int Defense()
      {
      return (base_defense + mob_defense);
      }

      public void Stats()
      {
      Console.WriteLine("The {0} {1}'s Stats:", specie, name);
      Console.WriteLine("HP: {0}", HP);
      Console.WriteLine("Attack: {0}", Attack());
      Console.WriteLine("Defense: {0}", Defense());
      }
      }


      Story:



      static class Story
      {
      public static void S_1_Bandits(Player player)
      {
      Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
      Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
      Console.WriteLine("And they don't seem so friendly...");
      Console.ReadLine();
      Console.Clear();
      }

      public static void S_2_Knights()
      {
      Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
      Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
      Console.WriteLine("Many people have joined this movement, including some knights.");
      Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
      Console.WriteLine("Maybe they're friendly?");
      Console.ReadLine();
      Console.WriteLine("Nope.");
      Console.ReadLine();
      Console.Clear();
      }

      public static void S_3_Dragons()
      {
      Console.WriteLine("With the knights defeated you continue on your journey!");
      Console.WriteLine("After a while you make it to the lair of dragons...");
      Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
      Console.WriteLine("The time has come to end the dragons rampage!");
      Console.ReadLine();
      Console.Clear();
      }

      public static void S_End(Player player)
      {
      Console.WriteLine("You killed the dragons and saved the kingdom!");
      Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
      Console.WriteLine("Congrats!");
      }
      }


      Weapon:



      class Weapon
      {
      public string name;
      public int attack;
      public int defense;

      public static List<Weapon> weapon_list = new List<Weapon>();

      public Weapon(string aName, int aAttack, int aDefense)
      {
      name = aName;
      attack = aAttack;
      defense = aDefense;

      }

      public static void CreateWeapon( string name, int attack, int defense)
      {
      Weapon weapon = new Weapon(name, attack, defense);
      weapon_list.Add(weapon);
      }

      public static void CheckAllAvailableWeaponsStats()
      {
      Console.WriteLine("nAll weapons in the game:");
      foreach (Weapon weapon in Weapon.weapon_list)
      {
      Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
      Console.WriteLine("---------------------------");
      }
      }

      public static void CheckWeaponStats(Weapon weapon)
      {
      Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
      }

      public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
      {
      if (your_weapon == Player.equipped_weapon)
      {
      Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
      " Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
      }
      else
      {
      Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
      "| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
      }
      }
      }


      Player:



      class Player
      {
      public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);

      public string name;
      public int HP;
      public int level = 0;
      public static Weapon equipped_weapon = initial_sword;

      public int base_attack = 4;
      public int base_defense = 2;

      public Player(string aName, int aHP)
      {
      name = aName;
      HP = aHP;
      }

      public int Attack()
      {
      return (base_attack + equipped_weapon.attack);
      }

      public int Defense()
      {
      return (base_defense + equipped_weapon.defense);
      }

      public void Stats()
      {
      Console.WriteLine("n{0}'s Stats:", name);
      Console.WriteLine("HP: {0}", HP);
      Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
      Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
      Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
      }

      public static bool QuestionPrompt()
      {
      string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };

      Console.Write("-->");
      string input = Console.ReadLine();
      string iinput = input.ToLower();
      foreach (string value in yes_list)
      {
      if (value.Equals(iinput))
      {
      return true;
      }
      else
      {
      continue;
      }
      }
      return false;
      }

      public static void ChangeWeaponByName(string new_weapon_name)
      {
      Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);

      bool WeaponExists()
      {
      foreach (Weapon weapon in Weapon.weapon_list)
      {
      if (weapon.name.ToLower() == new_weapon_name.ToLower())
      {
      weapon_to_change = weapon;
      return true;
      }
      else
      {
      continue;
      }
      }
      return false;
      }

      if (WeaponExists() == true)
      {
      equipped_weapon = weapon_to_change;
      }
      }

      public static void ChangeWeapon(Weapon new_weapon)
      {
      equipped_weapon = new_weapon;
      }

      public static void EquipWeapon(string weapon_name)
      {
      Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);

      bool WeaponExists()
      {
      foreach (Weapon weapon in Weapon.weapon_list)
      {
      if (weapon.name.ToLower() == weapon_name.ToLower())
      {
      weapon_to_equip = weapon;
      return true;
      }
      else
      {
      continue;
      }
      }
      return false;
      }

      if (WeaponExists())
      {
      Console.WriteLine("nComparison of both weapons stats:");
      Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
      Console.WriteLine("Are you sure you want to equip this weapon?");
      if (QuestionPrompt() == true)
      {
      Console.WriteLine("You equipped the weapon!");
      ChangeWeapon(weapon_to_equip);
      }
      else
      {
      Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
      }
      }
      else
      {
      Console.WriteLine("The weapon you want to equip doesn't exist!");
      }
      }

      public static void CheckEquippedWeapon()
      {
      Console.WriteLine("Equipped Weapon:");
      Weapon.CheckWeaponStats(equipped_weapon);
      }
      }


      Main:



          static void Main()
      {
      Player player = new Player("", 30);

      bool PlayerDied()
      {
      if (Battle.isPlayerDead(player) == true)
      {
      return true;
      }
      return false;
      }

      Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
      Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
      Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights

      Player.ChangeWeaponByName("rusty old sword");

      // the enemies
      Mob bandits =
      {
      new Mob("Bandit", "Rob", 10, 6, 2),
      new Mob("Bandit Leader", "Joe", 10, 7, 2)
      };
      Mob knights =
      {
      new Mob("Knight", "Rob", 12, 8, 4),
      new Mob("Knight", "John", 12, 9, 3),
      new Mob("Knight Captain", "Aaron", 14, 10, 4),
      };
      Mob dragons =
      {
      new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
      new Mob("Dragon Leader", "Helios", 18, 11, 6),
      };

      Console.WriteLine("What's your name, adventurer?");
      string response = Console.ReadLine();
      player.name = response;

      player.Stats();
      Console.WriteLine("nPress anything to begin the game.");
      Console.ReadLine();
      Console.Clear();

      while (true)
      {
      Story.S_1_Bandits(player); // first part of the story
      foreach (Mob mob in bandits)
      {
      Battle.MakeBattle(player, mob);
      if (Battle.isPlayerDead(player) == true)
      {
      break;
      }
      }

      if (PlayerDied() == true)
      {
      break;
      }

      Events.SpawnWeapon("Iron Sword");
      if (player.HP <= 16)
      {
      Events.LootSpecialHerbs(player);
      }
      else
      {
      Events.LootHerbs(player);
      }
      player.Stats();
      Console.WriteLine("nPress Enter to continue.");
      Console.ReadLine();

      Console.Clear();

      Story.S_2_Knights(); // second part of the story
      foreach (Mob mob in knights)
      {
      Battle.MakeBattle(player, mob);
      if (Battle.isPlayerDead(player) == true)
      {
      break;
      }
      }

      if (PlayerDied() == true)
      {
      break;
      }

      Events.SpawnWeapon("Enchanted Silver Sword");
      Events.LootMedicine(player);
      if (player.HP >= 15)
      {
      Events.LootHighGradeMedicine(player);
      }
      else if (player.HP <= 13)
      {
      Events.GodBlessing(player);
      }
      else
      {
      Events.LootMedicine(player);
      }
      player.Stats();
      Console.WriteLine("nPress Enter to continue.");
      Console.ReadLine();

      Console.Clear();

      Story.S_3_Dragons(); // third part of the story
      foreach (Mob mob in dragons)
      {
      Battle.MakeBattle(player, mob);
      if (Battle.isPlayerDead(player) == true)
      {
      break;
      }
      }

      if (PlayerDied() == true)
      {
      break;
      }

      Console.Clear();

      Story.S_End(player);

      break;
      }

      Console.ReadLine();
      }
      }








      share







      New contributor




      Cavalex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      Guys I wanted your opinion on the first RPG game I made in C#, what things can I improve on with the code and suggestions about more advanced projects that I should work on in the future.



      Events:



      static class Events
      {
      public static void SpawnWeapon(string weapon_name)
      {
      Console.WriteLine("nAfter that fight you looted a weapon from the enemy party: {0}", weapon_name);
      Player.EquipWeapon(weapon_name);
      }

      public static void LootHerbs(Player player)
      {
      Console.WriteLine("nYou also managed to loot some herbs that you will use to cure you! You gained 3 HP.");
      player.HP += 3;
      }

      public static void LootSpecialHerbs(Player player)
      {
      Console.WriteLine("nYou also managed to loot some special herbs that you will use to cure you! You gained 5 HP.");
      player.HP += 5;
      }

      public static void LootMedicine(Player player)
      {
      Console.WriteLine("nYou looted some medicine that you will use to cure you! You gained 5 HP.");
      player.HP += 5;
      }

      public static void LootHighGradeMedicine(Player player)
      {
      Console.WriteLine("nAnd you also managed to loot some high grade medicine that you will use to cure you! You gained 7 HP.");
      player.HP += 7;
      }

      public static void GodBlessing(Player player)
      {
      Console.WriteLine("nAs you were walking towards the dragon nest, you suddenly hear a angelical voice behind youn" +
      "and your wounds magically heal. You were blessed by a god to finish your journey! You gained 12 HP.");
      player.HP += 12;
      }
      }


      Battle:



      static class Battle
      {
      public static int crit_chance = 16; // 1 in 15 attacks is a crit. ( Yes, 15 ).
      public static int attack_timer = 1500;

      public static bool isCrit()
      {
      Random rnd = new Random();
      int crit = rnd.Next(1, crit_chance);

      if (crit == 1)
      {
      return true;
      }
      return false;
      }

      public static bool isPlayerDead(Player player)
      {
      if (player.HP <= 0)
      {
      return true;
      }
      return false;
      }

      public static bool isMobDead(Mob mob)
      {
      if (mob.HP <= 0)
      {
      return true;
      }
      return false;
      }

      public static void PlayerAttack(Player player, Mob mob)
      {
      bool was_crit = false;

      int DamageInflicted()
      {
      int damage = player.Attack() - mob.Defense();
      if (damage <= 1)
      {
      damage = 1;
      }
      if (isCrit() == true)
      {
      was_crit = true;
      damage += damage;
      }
      return damage;
      }

      mob.HP -= DamageInflicted();

      if (was_crit == true)
      {
      Console.WriteLine("It was a critical hit! You dealt {0} damage.", DamageInflicted());
      }
      else
      {
      Console.WriteLine("You dealt {0} damage.", DamageInflicted());
      }
      Console.WriteLine("The enemy has {0} HP.", mob.HP);
      }

      public static void EnemyAttack(Player player, Mob mob)
      {
      bool was_crit = false;

      int DamageInflicted()
      {
      int damage = mob.Attack() - player.Defense();
      if (damage <= 0)
      {
      damage = 0;
      }
      if (isCrit() == true)
      {
      was_crit = true;
      damage += damage;
      }
      return damage;
      }

      player.HP -= DamageInflicted();

      if (was_crit == true)
      {
      Console.WriteLine("It was a critical hit! The enemy dealt {0} damage.", DamageInflicted());
      }
      else
      {
      Console.WriteLine("The enemy dealt {0} damage.", DamageInflicted());
      }
      Console.WriteLine("You have {0} HP.", player.HP);
      }

      public static void MakeBattle(Player player, Mob mob)
      {
      Console.WriteLine("You, {0}, will now fight the {1} {2}.", player.name, mob.specie, mob.name);
      mob.Stats();
      Console.WriteLine("Press Enter to begin the fight.");
      Console.ReadLine();
      Random rnd = new Random();
      int move = rnd.Next(1, 3);
      if (move == 1)
      {
      Console.WriteLine("You begin!");
      while (true)
      {
      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      PlayerAttack(player, mob);
      if (isMobDead(mob))
      {
      Console.WriteLine("You killed the {0}!", mob.specie);
      Console.ReadLine();
      Console.Clear();
      break;
      }

      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      EnemyAttack(player, mob);
      if (isPlayerDead(player))
      {
      Console.WriteLine("You died! Game Over!");
      break;
      }
      }
      }
      else
      {
      Console.WriteLine("The enemy will begin!");
      while (true)
      {
      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      EnemyAttack(player, mob);
      if (isPlayerDead(player))
      {
      Console.WriteLine("You died! Game Over!");
      break;
      }

      Console.WriteLine();
      System.Threading.Thread.Sleep(attack_timer);
      PlayerAttack(player, mob);
      if (isMobDead(mob))
      {
      Console.WriteLine("You killed the {0}!", mob.specie);
      Console.ReadLine();
      Console.Clear();
      break;
      }
      }
      }
      }
      }


      Mob:



      class Mob
      {
      public string specie;
      public string name;
      public int base_attack = 2;
      public int base_defense = 1;
      public int HP;

      public int mob_defense;
      public int mob_attack;

      public Mob(string aSpecie, string aName, int aHP, int aAttack, int aDefense)
      {
      specie = aSpecie;
      name = aName;
      HP = aHP;
      mob_attack = aAttack;
      mob_defense = aDefense;
      }

      public int Attack()
      {
      return (base_attack + mob_attack);
      }

      public int Defense()
      {
      return (base_defense + mob_defense);
      }

      public void Stats()
      {
      Console.WriteLine("The {0} {1}'s Stats:", specie, name);
      Console.WriteLine("HP: {0}", HP);
      Console.WriteLine("Attack: {0}", Attack());
      Console.WriteLine("Defense: {0}", Defense());
      }
      }


      Story:



      static class Story
      {
      public static void S_1_Bandits(Player player)
      {
      Console.WriteLine("You are " + player.name + ", who's on his way to kill the dragons which are destroying the kingdom.");
      Console.WriteLine("As you are on your way to the lairs of the dragons, you run into a couple of bandits.");
      Console.WriteLine("And they don't seem so friendly...");
      Console.ReadLine();
      Console.Clear();
      }

      public static void S_2_Knights()
      {
      Console.WriteLine("The bandits weren't much of a match for you. Well Done! You continue on to the dragons lair!");
      Console.WriteLine("However, a new movement has risen that wants to protect the dragons of the world.");
      Console.WriteLine("Many people have joined this movement, including some knights.");
      Console.WriteLine("And uh oh, 3 of them have found out about your quest...");
      Console.WriteLine("Maybe they're friendly?");
      Console.ReadLine();
      Console.WriteLine("Nope.");
      Console.ReadLine();
      Console.Clear();
      }

      public static void S_3_Dragons()
      {
      Console.WriteLine("With the knights defeated you continue on your journey!");
      Console.WriteLine("After a while you make it to the lair of dragons...");
      Console.WriteLine("It's hot and little smokey in there. You put your sight on the pair of dragons in the center of it.");
      Console.WriteLine("The time has come to end the dragons rampage!");
      Console.ReadLine();
      Console.Clear();
      }

      public static void S_End(Player player)
      {
      Console.WriteLine("You killed the dragons and saved the kingdom!");
      Console.WriteLine("Your name will be remembered forever and legends will be told about the hero {0} that defeated the evil dragons!", player.name);
      Console.WriteLine("Congrats!");
      }
      }


      Weapon:



      class Weapon
      {
      public string name;
      public int attack;
      public int defense;

      public static List<Weapon> weapon_list = new List<Weapon>();

      public Weapon(string aName, int aAttack, int aDefense)
      {
      name = aName;
      attack = aAttack;
      defense = aDefense;

      }

      public static void CreateWeapon( string name, int attack, int defense)
      {
      Weapon weapon = new Weapon(name, attack, defense);
      weapon_list.Add(weapon);
      }

      public static void CheckAllAvailableWeaponsStats()
      {
      Console.WriteLine("nAll weapons in the game:");
      foreach (Weapon weapon in Weapon.weapon_list)
      {
      Console.Write("Name: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
      Console.WriteLine("---------------------------");
      }
      }

      public static void CheckWeaponStats(Weapon weapon)
      {
      Console.Write("nName: {0}nAttack: {1}nDefense: {2}n", weapon.name, weapon.attack, weapon.defense);
      }

      public static void CompareWeaponStats(Weapon other_weapon, Weapon your_weapon)
      {
      if (your_weapon == Player.equipped_weapon)
      {
      Console.Write("Name: {0} | Equipped Weapon Name: {1}nAttack: {2} | Equipped Weapon Attack: {3} nDefense: {4} |" +
      " Equipped Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
      }
      else
      {
      Console.Write("Other Weapon Name: {0} | Your Weapon Name: {1}nOther Weapon Attack: {2} | Your Weapon Attack: {3} nOther Weapon Defense: {4} " +
      "| Your Weapon Defense: {5}n", other_weapon.name, your_weapon.name, other_weapon.attack, your_weapon.attack, other_weapon.defense, your_weapon.defense);
      }
      }
      }


      Player:



      class Player
      {
      public static Weapon initial_sword = new Weapon("Initial Sword", 8, 4);

      public string name;
      public int HP;
      public int level = 0;
      public static Weapon equipped_weapon = initial_sword;

      public int base_attack = 4;
      public int base_defense = 2;

      public Player(string aName, int aHP)
      {
      name = aName;
      HP = aHP;
      }

      public int Attack()
      {
      return (base_attack + equipped_weapon.attack);
      }

      public int Defense()
      {
      return (base_defense + equipped_weapon.defense);
      }

      public void Stats()
      {
      Console.WriteLine("n{0}'s Stats:", name);
      Console.WriteLine("HP: {0}", HP);
      Console.WriteLine("Attack: {0} ({1})", Attack(), base_attack);
      Console.WriteLine("Defense: {0} ({1})", Defense(), base_defense);
      Console.WriteLine("Equipped Weapon: {0}; AT: {1}; DF: {2}", equipped_weapon.name, equipped_weapon.attack, equipped_weapon.defense);
      }

      public static bool QuestionPrompt()
      {
      string yes_list = { "yes", "", "sure", "y", "yeah", "why not", "yes.", "y." };

      Console.Write("-->");
      string input = Console.ReadLine();
      string iinput = input.ToLower();
      foreach (string value in yes_list)
      {
      if (value.Equals(iinput))
      {
      return true;
      }
      else
      {
      continue;
      }
      }
      return false;
      }

      public static void ChangeWeaponByName(string new_weapon_name)
      {
      Weapon weapon_to_change = new Weapon("Test Weapon", 0, 0);

      bool WeaponExists()
      {
      foreach (Weapon weapon in Weapon.weapon_list)
      {
      if (weapon.name.ToLower() == new_weapon_name.ToLower())
      {
      weapon_to_change = weapon;
      return true;
      }
      else
      {
      continue;
      }
      }
      return false;
      }

      if (WeaponExists() == true)
      {
      equipped_weapon = weapon_to_change;
      }
      }

      public static void ChangeWeapon(Weapon new_weapon)
      {
      equipped_weapon = new_weapon;
      }

      public static void EquipWeapon(string weapon_name)
      {
      Weapon weapon_to_equip = new Weapon("Test Weapon", 0, 0);

      bool WeaponExists()
      {
      foreach (Weapon weapon in Weapon.weapon_list)
      {
      if (weapon.name.ToLower() == weapon_name.ToLower())
      {
      weapon_to_equip = weapon;
      return true;
      }
      else
      {
      continue;
      }
      }
      return false;
      }

      if (WeaponExists())
      {
      Console.WriteLine("nComparison of both weapons stats:");
      Weapon.CompareWeaponStats(weapon_to_equip, Player.equipped_weapon);
      Console.WriteLine("Are you sure you want to equip this weapon?");
      if (QuestionPrompt() == true)
      {
      Console.WriteLine("You equipped the weapon!");
      ChangeWeapon(weapon_to_equip);
      }
      else
      {
      Console.WriteLine("You will continue with the same weapon, the new one was discarded.");
      }
      }
      else
      {
      Console.WriteLine("The weapon you want to equip doesn't exist!");
      }
      }

      public static void CheckEquippedWeapon()
      {
      Console.WriteLine("Equipped Weapon:");
      Weapon.CheckWeaponStats(equipped_weapon);
      }
      }


      Main:



          static void Main()
      {
      Player player = new Player("", 30);

      bool PlayerDied()
      {
      if (Battle.isPlayerDead(player) == true)
      {
      return true;
      }
      return false;
      }

      Weapon.CreateWeapon("Rusty Old Sword", 7, 3); // initial weapon
      Weapon.CreateWeapon("Iron Sword", 10, 5); // to give the player after he fights the bandits
      Weapon.CreateWeapon("Enchanted Silver Sword", 15, 7); // to give the player after he fights the knights

      Player.ChangeWeaponByName("rusty old sword");

      // the enemies
      Mob bandits =
      {
      new Mob("Bandit", "Rob", 10, 6, 2),
      new Mob("Bandit Leader", "Joe", 10, 7, 2)
      };
      Mob knights =
      {
      new Mob("Knight", "Rob", 12, 8, 4),
      new Mob("Knight", "John", 12, 9, 3),
      new Mob("Knight Captain", "Aaron", 14, 10, 4),
      };
      Mob dragons =
      {
      new Mob("Blue Dragon", "Jormungandr", 16, 10, 6),
      new Mob("Dragon Leader", "Helios", 18, 11, 6),
      };

      Console.WriteLine("What's your name, adventurer?");
      string response = Console.ReadLine();
      player.name = response;

      player.Stats();
      Console.WriteLine("nPress anything to begin the game.");
      Console.ReadLine();
      Console.Clear();

      while (true)
      {
      Story.S_1_Bandits(player); // first part of the story
      foreach (Mob mob in bandits)
      {
      Battle.MakeBattle(player, mob);
      if (Battle.isPlayerDead(player) == true)
      {
      break;
      }
      }

      if (PlayerDied() == true)
      {
      break;
      }

      Events.SpawnWeapon("Iron Sword");
      if (player.HP <= 16)
      {
      Events.LootSpecialHerbs(player);
      }
      else
      {
      Events.LootHerbs(player);
      }
      player.Stats();
      Console.WriteLine("nPress Enter to continue.");
      Console.ReadLine();

      Console.Clear();

      Story.S_2_Knights(); // second part of the story
      foreach (Mob mob in knights)
      {
      Battle.MakeBattle(player, mob);
      if (Battle.isPlayerDead(player) == true)
      {
      break;
      }
      }

      if (PlayerDied() == true)
      {
      break;
      }

      Events.SpawnWeapon("Enchanted Silver Sword");
      Events.LootMedicine(player);
      if (player.HP >= 15)
      {
      Events.LootHighGradeMedicine(player);
      }
      else if (player.HP <= 13)
      {
      Events.GodBlessing(player);
      }
      else
      {
      Events.LootMedicine(player);
      }
      player.Stats();
      Console.WriteLine("nPress Enter to continue.");
      Console.ReadLine();

      Console.Clear();

      Story.S_3_Dragons(); // third part of the story
      foreach (Mob mob in dragons)
      {
      Battle.MakeBattle(player, mob);
      if (Battle.isPlayerDead(player) == true)
      {
      break;
      }
      }

      if (PlayerDied() == true)
      {
      break;
      }

      Console.Clear();

      Story.S_End(player);

      break;
      }

      Console.ReadLine();
      }
      }






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