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raidzero

C# Game Set Bonuses

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So I'm just adding some more content to my text based game, how would I go about adding set bonuses?
Say if my hero has equipone and equiptwo then hero gains 10 defense bonus

This is currently how my shop works. You can only own one of each item.
case "EquipOne":
case "EquipOne":
checkitem = hero.CheckItems(equipone);
if (checkitem == false)
{
if (hero.Gold >= 1)
{
hero.Gold -= 1;
hero.items.Add(equipone);
hero.Defense += 10;
Console.WriteLine("Thank you, anything else you want?");
Console.ReadLine();
}
else
{
Console.WriteLine("You currently have {0} gold, how do you expect to pay me?", hero.Gold);
}
}
else
{
Console.WriteLine("You already own one");
}
break;


But how would I go about checking if the hero has requirements to gain a set bonus? Could I do something like this?
public static void CheckSet(Hero hero)
{
if (items.Contains() && items.Contains())
{
hero.Defense += 10;
}
else
{

}
}


Then I would have it call this method whenever buying or selling a piece of this set. I just need to figure out the if()

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Sure, you could do that. You just need a container object for "items" and then you can check it to see if it holds various special gear.

Are you familiar with container classes? If so, have you already selected one for storing items?

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Sure, you could do that. You just need a container object for "items" and then you can check it to see if it holds various special gear.

Are you familiar with container classes? If so, have you already selected one for storing items?


I'm not too familiar with container classes as I just started learning programming language a week ago. But I kind of figured it out, but then approached it a different way.
I am completely stumped on this problem. I went through debugging it, but I can't find the problem. When you go to save the game it saves whether you have or don't have hasEquipOne and hasEquipTwo as a bool.
By default bonusDefense is 0. Then I go an load the game it reads that hasEquipOne is true then proceeds to CheckEquips. Since hasEquipOne is true hero.bonusDefense is increased by 10 though when I go to check my hero's stats bonusDefense is 0.

Options.cs - related to Loading
public void Load(Hero hero)
{
Hero myhero;
myhero = new Hero();
bool done = false;
string item;
StreamReader file = new StreamReader(@"C:\Users\Key\Documents\Visual Studio 2010\Projects\TextBasedGame\Saves\PlayerData.dat");

hero.Id = file.ReadLine();
hero.Level = int.Parse(file.ReadLine());
hero.CurrentHealth = int.Parse(file.ReadLine());
hero.MaxHealth = int.Parse(file.ReadLine());
hero.CurrentMagic = int.Parse(file.ReadLine());
hero.MaxMagic = int.Parse(file.ReadLine());
hero.baseStrength = int.Parse(file.ReadLine());
hero.baseDefense = int.Parse(file.ReadLine());
hero.Exp = int.Parse(file.ReadLine());
hero.Gold = int.Parse(file.ReadLine());
hero.PhysicalDamage = int.Parse(file.ReadLine());
Store.hasEquipOne = bool.Parse(file.ReadLine());
Store.hasEquipTwo = bool.Parse(file.ReadLine());

while (done == false)
{
item = file.ReadLine();

if (item != null)
{
hero.items.Add(item);
}
else
{
done = true;
}
}
file.Close();
Stats.CheckEquips(myhero);
Stats.CheckSet(myhero);
Console.WriteLine("Game Loaded");
Console.ReadLine();
}


Hero.cs
using System;
using System.Collections.Generic;

namespace TextBasedGame
{
public class Stats
{
public static void PrintStats(Hero hero)
{
Console.Clear();
Console.Write(@"
_____________
Stats Sheet
_____________
Name: {0}
Level: {1}
Hp: {2}/{3}
Mp: {4}/{5}
Attack: {6}
Strength: {7} (+{8})
Defense: {9} (+{10})
Exp: {11}
Gold: {12}
_____________
Equipment
_____________
Items:
", hero.Id, hero.Level, hero.CurrentHealth, hero.MaxHealth, hero.CurrentMagic, hero.MaxMagic, hero.PhysicalDamage, hero.baseStrength, hero.bonusStrength, hero.baseDefense, hero.bonusDefense, hero.Exp, hero.Gold);
foreach (string item in hero.items)
{
Console.WriteLine(item);
}
while (hero.Id == null || hero.Id == "" || hero.Id == " ")
{
Console.Clear();
Console.WriteLine("Choose a name for your hero.");
hero.Id = Console.ReadLine();
}
Console.WriteLine();
Console.ReadLine();
Console.Clear();
}
public static void CheckEquips(Hero hero)
{
if (Store.hasEquipOne == true)
{
hero.bonusDefense += 10;
}
if (Store.hasEqupTwo == true)
{
hero.bonusDefense += 10;
}
else
{
hero.bonusDefense = hero.bonusDefense;
}
}
public static void CheckSet(Hero hero)
{
if (Store.hasEquipOne == true && Store.hasEquipTwo == true)
{
hero.bonusDefense += 10;
}
else
{
hero.bonusDefense = hero.bonusDefense;
}
}
}
}

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Your CheckEquips function doesn't change the hero you give it, it changes a copy of that hero - so the original doesn't get the stat adjustments.

There are two ways to fix this: make CheckEquips a member of Hero, and just modify the member values directly; or pass the Hero using "ref" to CheckEquips so that it can modify the hero object you give it.

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Thanks ApochiPiQ.

Don't completely understand how to accomplish it, but I tried:

Hero.cs
using System;
using System.Collections.Generic;

namespace TextBasedGame
{
public class Hero : Character
{
public List<string> items;


public Hero()
{
items = new List<string>();
}
public static void Initialize(Hero hero)
{
hero.Level = 1;
hero.CurrentHealth = 100;
hero.MaxHealth = 100;
hero.CurrentMagic = 20;
hero.MaxMagic = 20;
hero.baseStrength = 10;
hero.bonusStrength = 0;
hero.baseDefense = 5;
hero.bonusDefense = 0;
hero.Exp = 0;
hero.Gold = 0;
hero.isAlive = true;
hero.Strength = hero.baseStrength + hero.bonusStrength;
hero.PhysicalDamage = hero.Strength * 3;
hero.Defense = hero.baseDefense + hero.bonusDefense;
}
public bool CheckItems(string item)
{
if (items.Contains(item))
{
return true;
}
else
{
return false;
}
}
public static void CheckLevel(Hero hero)
{
if (hero.Exp >= 0 && hero.Exp < 50)
{
hero.Level = 1;
}
else if (hero.Exp >= 50 && hero.Exp < 250)
{
hero.Level = 2;
}
else if (hero.Exp >= 250 && hero.Exp < 2500)
{
hero.Level = 3;
}
else if (hero.Exp >= 2500 && hero.Exp < 10000)
{
hero.Level = 4;
}
else if (hero.Exp >= 10000)
{
hero.Level = 5;
}
}
public static void CheckEquips(Hero hero)
{
if (Store.hasPandaBeanie == true)
{
hero.bonusDefense += 10;
}
if (Store.hasPandaShield == true)
{
hero.bonusDefense += 10;
}
else
{
hero.bonusDefense = hero.bonusDefense;
}
}
public static void CheckSet(Hero hero)
{
if (Store.hasPandaBeanie == true && Store.hasPandaShield == true)
{
hero.bonusDefense += 10;
}
else
{
hero.bonusDefense = hero.bonusDefense;
}
}
}
}


Then I modified this part of Options.cs
file.Close();
Hero.CheckEquips(hero);
Hero.CheckSet(hero);
Console.WriteLine("Game Loaded");
Console.ReadLine();


But every time I load the game the bonusDefense stack, you gain an extra 10 every time you load the save.

-Edit-
I tried have it save bonusDefense, but the same problem occurs. This time when you save and load...thinking of moving the two Checks in Options.cs to somewhere where it only loads once...but then..what if you buy new equips..

I set hero.bonusDefense = 0; before checking equips and sets..testing some other ways..

The problem now is how do I do these Check so the effects don't stack? Nevermind, answered my own question from what I did above.
Though setting hero.bonusDefense =0; every time is...more work....atleast it works.

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You could add the code that sets hero.bonusDefense = 0 inside the check function itself. That was it is just handled each time you call the function.

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Yeah figured that one out..looking for bugs in it for now.
public static void CheckAll(Hero hero)
{
hero.bonusDamage = 0;
hero.bonusDefense = 0;
Hero.CheckLevel(hero);
Hero.CheckEquips(hero);
Hero.CheckSet(hero);
hero.Strength = hero.baseStrength + hero.bonusStrength;
hero.Defense = hero.baseDefense + hero.bonusDefense;
hero.PhysicalDamage = (hero.Strength * 3) + hero.bonusDamage;
}


But I'm thinking with the current way I have things setup it'll be limiting :\

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It looks like what you have written there does accomplish what you want to accomplish right now.

But, yes I do agree. As you add more sets and items with bonuses in this system, you need to check those new ones as well as check each of these older ones.

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I need to come up with a better way to store/check for equips...
Right now I have the save options to store all equips as bool, true or false...which is a lot to type out if I plan on add more equipment.
Is there anyway I can make it more efficient? I thought about using my CheckEquips to check for the equip > apply stats > set the bool...any ideas?


Options.cs
using System;
using System.Collections.Generic;
using System.IO;

namespace TextBasedGame
{
public class Options
{
public Options()
{

}

public void Save(Hero hero)
{
while (hero.Id == null || hero.Id == "" || hero.Id == " ")
{
Console.Clear();
Console.WriteLine("Choose a name for your hero.");
hero.Id = Console.ReadLine();
}
if (Directory.Exists(@"C:\Users\Key\Documents\Visual Studio 2010\Projects\TextBasedGame\Saves") == false)
{
Directory.CreateDirectory(@"C:\Users\Key\Documents\Visual Studio 2010\Projects\TextBasedGame\Saves");
}
StreamWriter file = new StreamWriter(@"C:\Users\Key\Documents\Visual Studio 2010\Projects\TextBasedGame\Saves\PlayerData.dat");

file.WriteLine(hero.Id);
file.WriteLine(hero.Level);
file.WriteLine(hero.CurrentHealth);
file.WriteLine(hero.MaxHealth);
file.WriteLine(hero.CurrentMagic);
file.WriteLine(hero.MaxMagic);
file.WriteLine(hero.baseStrength);
file.WriteLine(hero.baseDefense);
file.WriteLine(hero.Exp);
file.WriteLine(hero.Gold);
file.WriteLine(hero.PhysicalDamage);
file.WriteLine(Store.hasPrimary);
file.WriteLine(Store.hasSecondary);
file.WriteLine(Store.hasHeadgear);
file.WriteLine(Store.hasTop);
file.WriteLine(Store.hasBottom);
file.WriteLine(Store.hasShoes);
file.WriteLine(Store.hasGloves);
file.WriteLine(Store.hasMantle);
file.WriteLine(Store.hasPendant);
file.WriteLine(Store.hasRing);
file.WriteLine(Store.hasDevSword);
file.WriteLine(Store.hasDevBeanie);
file.WriteLine(Store.hasDevShirt);
file.WriteLine(Store.hasDevPants);
file.WriteLine(Store.hasDevShoes);
file.WriteLine(Store.hasDevMittens);
file.WriteLine(Store.hasDevCloak);
file.WriteLine(Store.hasDevPendant);
file.WriteLine(Store.hasDevRing);
file.WriteLine(Store.hasPandaBeanie);
file.WriteLine(Store.hasPandaShield);

foreach (string item in hero.items)
{
file.WriteLine(item);
}

file.Close();
Console.WriteLine("Game Saved");
Console.ReadLine();
}

public void Load(Hero hero)
{
bool done = false;
string item;
StreamReader file = new StreamReader(@"C:\Users\Key\Documents\Visual Studio 2010\Projects\TextBasedGame\Saves\PlayerData.dat");

hero.Id = file.ReadLine();
hero.Level = int.Parse(file.ReadLine());
hero.CurrentHealth = int.Parse(file.ReadLine());
hero.MaxHealth = int.Parse(file.ReadLine());
hero.CurrentMagic = int.Parse(file.ReadLine());
hero.MaxMagic = int.Parse(file.ReadLine());
hero.baseStrength = int.Parse(file.ReadLine());
hero.baseDefense = int.Parse(file.ReadLine());
hero.Exp = int.Parse(file.ReadLine());
hero.Gold = int.Parse(file.ReadLine());
hero.PhysicalDamage = int.Parse(file.ReadLine());
Store.hasPrimary = bool.Parse(file.ReadLine());
Store.hasSecondary = bool.Parse(file.ReadLine());
Store.hasHeadgear = bool.Parse(file.ReadLine());
Store.hasTop = bool.Parse(file.ReadLine());
Store.hasBottom = bool.Parse(file.ReadLine());
Store.hasShoes = bool.Parse(file.ReadLine());
Store.hasGloves = bool.Parse(file.ReadLine());
Store.hasMantle = bool.Parse(file.ReadLine());
Store.hasPendant = bool.Parse(file.ReadLine());
Store.hasRing = bool.Parse(file.ReadLine());
Store.hasDevSword = bool.Parse(file.ReadLine());
Store.hasDevBeanie = bool.Parse(file.ReadLine());
Store.hasDevShirt = bool.Parse(file.ReadLine());
Store.hasDevPants = bool.Parse(file.ReadLine());
Store.hasDevShoes = bool.Parse(file.ReadLine());
Store.hasDevMittens = bool.Parse(file.ReadLine());
Store.hasDevCloak = bool.Parse(file.ReadLine());
Store.hasDevPendant = bool.Parse(file.ReadLine());
Store.hasDevRing = bool.Parse(file.ReadLine());
Store.hasPandaBeanie = bool.Parse(file.ReadLine());
Store.hasPandaShield = bool.Parse(file.ReadLine());


while (done == false)
{
item = file.ReadLine();

if (item != null)
{
hero.items.Remove(item);
hero.items.Add(item);
}
else
{
done = true;
}
}
file.Close();
Hero.CheckAll(hero);
Console.WriteLine("Game Loaded");
Console.ReadLine();
}
}
}

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The next step would be to transition from using a bool for every item, to using a container of items instead. To get you started: make an enum that contains an ID for every item in your game, then make a container such as a List that holds entries of those IDs. See if you can piece together how to make those tweaks smile.gif

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