public override void IncreaseTier() { base.IncreaseTier(); List <object> list = new List <object>(); BaseCreature c; // haven't got a clue if levels are OSI switch (this.Tier) { case 1: c = new Crane(); c.MoveToWorld(new Point3D(4500, 1382, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 2: c = new DireWolf(); c.MoveToWorld(new Point3D(4494, 1370, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new DireWolf(); c.MoveToWorld(new Point3D(4494, 1360, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new WhiteWolf(); c.MoveToWorld(new Point3D(4491, 1366, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new WhiteWolf(); c.MoveToWorld(new Point3D(4497, 1366, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new GreyWolf(); c.MoveToWorld(new Point3D(4497, 1366, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 3: c = new Quagmire(); c.MoveToWorld(new Point3D(4483, 1392, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new BogThing(); c.MoveToWorld(new Point3D(4486, 1385, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new PlagueBeast(); c.MoveToWorld(new Point3D(4486, 1379, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 4: c = new PolarBear(); c.MoveToWorld(new Point3D(4513, 1395, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new PolarBear(); c.MoveToWorld(new Point3D(4508, 1393, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 5: c = new Yamandon(); c.MoveToWorld(new Point3D(4498, 1393, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 6: c = new Changeling(); c.MoveToWorld(new Point3D(4518, 1358, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 7: c = new Wyvern(); c.MoveToWorld(new Point3D(4512, 1381, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 8: c = new Dragon(); c.MoveToWorld(new Point3D(4511, 1372, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); c = new Drake(); c.MoveToWorld(new Point3D(4516, 1371, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 9: c = new Reptalon(); c.MoveToWorld(new Point3D(4530, 1387, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); break; case 10: c = new SilverSteed(); c.MoveToWorld(new Point3D(4506, 1358, 23), this.Map); c.Blessed = true; c.Tamable = false; list.Add(c); /* * c = new Sphynx(); * c.MoveToWorld( new Point3D( 4506, 1358, 23 ), Map ); * c.Blessed = true; * c.Tamable = false; * list.Add( c );*/ break; } if (list.Count > 0) { this.Tiers.Add(list); } }
public static void NewRace(Character character) { switch (character.ChosenRace) { case "Aasimar(Protector)": Aasimar.Protector(character); break; case "Aasimar(Scourge)": Aasimar.Scourge(character); break; case "Aasimar(Fallen)": Aasimar.Fallen(character); break; case "Cambion": Cambion.Base(character); break; case "Changeling": Changeling.Base(character); break; case "Dhampir": Dhampir.Base(character); break; case "Dragonborn": Dragonborn.Base(character); break; case "Hill Dwarf": Dwarf.Hill(character); break; case "Mountain Dwarf": Dwarf.Mountain(character); break; case "Avariel": Elf.Avariel(character); break; case "Drow": Elf.Drow(character); break; case "Eladrin": Elf.Eladrin(character); break; case "Moon Elf": Elf.Moon(character); break; case "Sea Elf": Elf.Sea(character); break; case "Shadar-Kai": Elf.ShadarKai(character); break; case "High Elf": Elf.High(character); break; case "Wild Elf": Elf.Wild(character); break; case "Wood Elf": Elf.Wood(character); break; case "Forest Gnome": Gnome.Forest(character); break; case "Rock Gnome": Gnome.Rock(character); break; case "Goliath": Goliath.Base(character); break; case "Half-Elf": HalfElf.Base(character); break; case "Half-Orc": HalfOrc.Base(character); break; case "Lightfoot Halfling": Halfling.Lightfoot(character); break; case "Stout Halfling": Halfling.Stout(character); break; case "Human": Human.Base(character); break; case "Variant Human": Human.Variant(character); break; case "Minotaur": Minotaur.Base(character); break; case "Shade": Shade.Base(character); break; case "Tiefling": Tiefling.Base(character); break; case "Feral Tiefling": Tiefling.Feral(character); break; case "Demigod": Demigod.Base(character); break; } }