Beispiel #1
0
        public string GetTeamInfo(TeamCaptain captain, IEnumerable <ulong> players)
        {
            var resStr = "";

            if (captain != null)
            {
                resStr += $"Captain: {MentionUtils.MentionUser(captain.UserId)}\n";
                players = players.Where(x => x != captain.UserId).ToArray();
                if (players.Any())
                {
                    resStr += $"Players: {string.Join("\n", RavenBOT.Common.Extensions.GetUserMentionList(players))}";
                }
            }
            else
            {
                resStr += string.Join("\n", RavenBOT.Common.Extensions.GetUserMentionList(players));
            }

            if (string.IsNullOrWhiteSpace(resStr))
            {
                resStr = "UwU";
            }
            return(resStr);
        }
Beispiel #2
0
        public virtual async Task <(GameResult, string)> PickOneAsync(Database db, ShardedCommandContext context, GameResult game, SocketGuildUser[] users, TeamCaptain cap1, TeamCaptain cap2)
        {
            var uc             = users.Count();
            var teamCaptain    = game.Picks % 2 == 0 ? cap1 : cap2;
            var offTeamCaptain = game.Picks % 2 == 0 ? cap2 : cap1;

            if (context.User.Id != teamCaptain.UserId)
            {
                await context.Channel.SendMessageAsync("", false, $"{context.User.Mention} - It is currently the other captains turn to pick.".QuickEmbed(Color.Red));

                return(null, null);
            }

            if (uc == 0)
            {
                await context.Channel.SendMessageAsync("", false, $"{context.User.Mention} - You must specify a player to pick.".QuickEmbed(Color.Red));

                return(null, null);
            }
            else if (uc != 1)
            {
                await context.Channel.SendMessageAsync("", false, $"{context.User.Mention} - You can only specify one player for this pick.".QuickEmbed(Color.Red));

                return(null, null);
            }

            db.TeamPlayers.Add(GetPlayer(game, users[0], game.Picks % 2 == 0 ? 1 : 2));
            var pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **1** player for the next pick.";

            return(game, pickResponse);
        }
Beispiel #3
0
        public virtual async Task <(GameResult, string)> PickTwoAsync(Database db, ShardedCommandContext context, Lobby lobby, GameResult game, SocketGuildUser[] users, TeamCaptain cap1, TeamCaptain cap2)
        {
            var uc = users.Count();
            //Lay out custom logic for 1-2-2-1-1... pick order.

            var    teamCaptain    = game.Picks % 2 == 0 ? cap1 : cap2;
            var    offTeamCaptain = game.Picks % 2 == 0 ? cap2 : cap1;
            string pickResponse;

            if (game.Picks == 0)
            {
                //captain 1 turn to pick.
                if (context.User.Id != cap1.UserId)
                {
                    await context.Channel.SendMessageAsync("", false, ("It is currently the team 1 captains turn to pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                if (uc == 0)
                {
                    await context.Channel.SendMessageAsync("", false, ("You must specify a player to pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }
                else if (uc != 1)
                {
                    await context.Channel.SendMessageAsync("", false, ("You can only specify one player for the initial pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                db.TeamPlayers.Add(GetPlayer(game, users[0], 1));
                pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **2** players for the next pick.";
            }
            else if (game.Picks == 1)
            {
                //cap 2 turn to pick. they get to pick 2 people.
                if (context.User.Id != cap2.UserId)
                {
                    await context.Channel.SendMessageAsync("", false, ("It is currently the other captains turn to pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                if (uc != 2)
                {
                    await context.Channel.SendMessageAsync("", false, ("You must specify 2 players for this pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                //Note adding a player multiple times (ie team captain to team 1) will not affect it because the players are a hashset.
                db.TeamPlayers.Add(GetPlayer(game, users[0], 2));
                db.TeamPlayers.Add(GetPlayer(game, users[1], 2));
                pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **2** players for the next pick.";
            }
            else if (game.Picks == 2)
            {
                //cap 2 turn to pick. they get to pick 2 people.
                if (context.User.Id != cap1.UserId)
                {
                    await context.Channel.SendMessageAsync("", false, ("It is currently the other captains turn to pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                if (uc != 2)
                {
                    await context.Channel.SendMessageAsync("", false, ("You must specify 2 players for this pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                //Note adding a player multiple times (ie team captain to team 1) will not affect it because the players are a hashset.
                db.TeamPlayers.Add(GetPlayer(game, users[0], 1));
                db.TeamPlayers.Add(GetPlayer(game, users[1], 1));
                pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **1** player for the next pick.";
            }
            else
            {
                if (context.User.Id != teamCaptain.UserId)
                {
                    await context.Channel.SendMessageAsync("", false, ("It is currently the other captains turn to pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                if (uc == 0)
                {
                    await context.Channel.SendMessageAsync("", false, ("You must specify a player to pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }
                else if (uc != 1)
                {
                    await context.Channel.SendMessageAsync("", false, ("You can only specify one player for this pick.".QuickEmbed(Color.Red)));

                    return(null, null);
                }

                db.TeamPlayers.Add(GetPlayer(game, users[0], game.Picks % 2 == 0 ? 1 : 2));

                pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **1** player for the next pick.";
            }

            return(game, pickResponse);
        }
Beispiel #4
0
        public override void Load()
        {
            AbnormalEffect effect = 0;

            AbnormalItem item = new PithyProfessional(effect);

            AddItem("UnusualPithyProfessional", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPithyProfessional_Head", "Highlander/Items/Armor/PithyProfessional_Head");

            item = new LegendaryLid(effect);
            AddItem("UnusualLegendaryLid", item);
            AddEquipTexture(item, EquipType.Head, "UnusualLegendaryLid_Head", "Highlander/Items/Armor/LegendaryLid_Head");

            item = new BrassBucket(effect);
            AddItem("UnusualBrassBucket", item);
            AddEquipTexture(item, EquipType.Head, "UnusualBrassBucket_Head", "Highlander/Items/Armor/BrassBucket_Head");

            item = new TeamCaptain(effect);
            AddItem("UnusualTeamCaptain", item);
            AddEquipTexture(item, EquipType.Head, "UnusualTeamCaptain_Head", "Highlander/Items/Armor/TeamCaptain_Head");

            item = new StainlessPot(effect);
            AddItem("UnusualStainlessPot", item);
            AddEquipTexture(item, EquipType.Head, "UnusualStainlessPot_Head", "Highlander/Items/Armor/StainlessPot_Head");

            item = new Hotrod(effect);
            AddItem("UnusualHotrod", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHotrod_Head", "Highlander/Items/Armor/Hotrod_Head");

            item = new StoutShako(effect);
            AddItem("UnusualStoutShako", item);
            AddEquipTexture(item, EquipType.Head, "UnusualStoutShako_Head", "Highlander/Items/Armor/StoutShako_Head");

            item = new SamurEye(effect);
            AddItem("UnusualSamurEye", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSamurEye_Head", "Highlander/Items/Armor/SamurEye_Head");

            item = new OlSnaggletooth(effect);
            AddItem("UnusualOlSnaggletooth", item);
            AddEquipTexture(item, EquipType.Head, "UnusualOlSnaggletooth_Head", "Highlander/Items/Armor/OlSnaggletooth_Head");

            item = new PyromancerMask(effect);
            AddItem("UnusualPyromancerMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPyromancerMask_Head", "Highlander/Items/Armor/PyromancerMask_Head");

            item = new HongKongCone(effect);
            AddItem("UnusualHongKongCone", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHongKongCone_Head", "Highlander/Items/Armor/HongKongCone_Head");

            item = new KillerExclusive(effect);
            AddItem("UnusualKillerExclusive", item);
            AddEquipTexture(item, EquipType.Head, "UnusualKillerExclusive_Head", "Highlander/Items/Armor/KillerExclusive_Head");

            item = new TartanTyrolean(effect);
            AddItem("UnusualTartanTyrolean", item);
            AddEquipTexture(item, EquipType.Head, "UnusualTartanTyrolean_Head", "Highlander/Items/Armor/TartanTyrolean_Head");

            item = new ColdfrontCommander(effect);
            AddItem("UnusualColdfrontCommander", item);
            AddEquipTexture(item, EquipType.Head, "UnusualColdfrontCommander_Head", "Highlander/Items/Armor/ColdfrontCommander_Head");

            item = new SinnerShade(effect);
            AddItem("UnusualSinnerShade", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSinnerShade_Head", "Highlander/Items/Armor/SinnerShade_Head");

            item = new MightyMitre(effect);
            AddItem("UnusualMightyMitre", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMightyMitre_Head", "Highlander/Items/Armor/MightyMitre_Head");

            item = new CondorCap(effect);
            AddItem("UnusualCondorCap", item);
            AddEquipTexture(item, EquipType.Head, "UnusualCondorCap_Head", "Highlander/Items/Armor/CondorCap_Head");

            item = new SurgeonShako(effect);
            AddItem("UnusualSurgeonShako", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSurgeonShako_Head", "Highlander/Items/Armor/SurgeonShako_Head");

            item = new ToySoldier(effect);
            AddItem("UnusualToySoldier", item);
            AddEquipTexture(item, EquipType.Head, "UnusualToySoldier_Head", "Highlander/Items/Armor/ToySoldier_Head");

            item = new PatriotPeak(effect);
            AddItem("UnusualPatriotPeak", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPatriotPeak_Head", "Highlander/Items/Armor/PatriotPeak_Head");

            item = new Globetrotter(effect);
            AddItem("UnusualGlobetrotter", item);
            AddEquipTexture(item, EquipType.Head, "UnusualGlobetrotter_Head", "Highlander/Items/Armor/Globetrotter_Head");

            item = new Anger(effect);
            AddItem("UnusualAnger", item);
            AddEquipTexture(item, EquipType.Head, "UnusualAnger_Head", "Highlander/Items/Armor/Anger_Head");

            // Series 2

            item = new DeadCone(effect);
            AddItem("UnusualDeadCone", item);
            AddEquipTexture(item, EquipType.Head, "UnusualDeadCone_Head", "Highlander/Items/Armor/Series2/DeadCone_Head");

            item = new FruitShoot(effect);
            AddItem("UnusualFruitShoot", item);
            AddEquipTexture(item, EquipType.Head, "UnusualFruitShoot_Head", "Highlander/Items/Armor/Series2/FruitShoot_Head");

            item = new FuriousFukaamigasa(effect);
            AddItem("UnusualFuriousFukaamigasa", item);
            AddEquipTexture(item, EquipType.Head, "UnusualFuriousFukaamigasa_Head", "Highlander/Items/Armor/Series2/FuriousFukaamigasa_Head");

            item = new HeroHachimaki(effect);
            AddItem("UnusualHeroHachimaki", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHeroHachimaki_Head", "Highlander/Items/Armor/Series2/HeroHachimaki_Head");

            item = new HotDogger(effect);
            AddItem("UnusualHotDogger", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHotDogger_Head", "Highlander/Items/Armor/Series2/HotDogger_Head");

            item = new JanissaryKetche(effect);
            AddItem("UnusualJanissaryKetche", item);
            AddEquipTexture(item, EquipType.Head, "UnusualJanissaryKetche_Head", "Highlander/Items/Armor/Series2/JanissaryKetche_Head");

            item = new Law(effect);
            AddItem("UnusualLaw", item);
            AddEquipTexture(item, EquipType.Head, "UnusualLaw_Head", "Highlander/Items/Armor/Series2/Law_Head");

            item = new MediMask(effect);
            AddItem("UnusualMediMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMediMask_Head", "Highlander/Items/Armor/Series2/MediMask_Head");

            item = new SurgeonStahlhelm(effect);
            AddItem("UnusualSurgeonStahlhelm", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSurgeonStahlhelm_Head", "Highlander/Items/Armor/Series2/SurgeonStahlhelm_Head");

            item = new ToughStuffMuffs(effect);
            AddItem("UnusualToughStuffMuffs", item);
            AddEquipTexture(item, EquipType.Head, "UnusualToughStuffMuffs_Head", "Highlander/Items/Armor/Series2/ToughStuffMuffs_Head");

            // Halloween Hats

            item = new CroneDome(effect);
            AddItem("UnusualCroneDome", item);
            AddEquipTexture(item, EquipType.Head, "UnusualCroneDome_Head", "Highlander/Items/Armor/Halloween/CroneDome_Head");

            item = new Executioner(effect);
            AddItem("UnusualExecutioner", item);
            AddEquipTexture(item, EquipType.Head, "UnusualExecutioner_Head", "Highlander/Items/Armor/Halloween/Executioner_Head");

            item = new Hellmet(effect);
            AddItem("UnusualHellmet", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHellmet_Head", "Highlander/Items/Armor/Halloween/Hellmet_Head");

            item = new InfernalImpaler(effect);
            AddItem("UnusualInfernalImpaler", item);
            AddEquipTexture(item, EquipType.Head, "UnusualInfernalImpaler_Head", "Highlander/Items/Armor/Halloween/InfernalImpaler_Head");

            item = new MacabreMask(effect);
            AddItem("UnusualMacabreMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMacabreMask_Head", "Highlander/Items/Armor/Halloween/MacabreMask_Head");

            item = new OneWayTicket(effect);
            AddItem("UnusualOneWayTicket", item);
            AddEquipTexture(item, EquipType.Head, "UnusualOneWayTicket_Head", "Highlander/Items/Armor/Halloween/OneWayTicket_Head");

            item = new SearedSorcerer(effect);
            AddItem("UnusualSearedSorcerer", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSearedSorcerer_Head", "Highlander/Items/Armor/Halloween/SearedSorcerer_Head");

            item = new SirPumpkinton(effect);
            AddItem("UnusualSirPumpkinton", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSirPumpkinton_Head", "Highlander/Items/Armor/Halloween/SirPumpkinton_Head");

            // OG Hats

            item = new PaperBag(effect);
            AddItem("UnusualPaperBag", item);
            AddEquipTexture(item, EquipType.Head, "UnusualPaperBag_Head", "Highlander/Items/Armor/PaperBag_Head");

            item = new OpenMind(effect);
            AddItem("UnusualOpenMind", item);
            AddEquipTexture(item, EquipType.Head, "UnusualOpenMind_Head", "Highlander/Items/Armor/OpenMind_Head");

            item = new Headless(effect);
            AddItem("UnusualHeadless", item);
            AddEquipTexture(item, EquipType.Head, "UnusualHeadless_Head", "Highlander/Items/Armor/Headless_Head");

            item = new GuerrillaRebel(effect);
            AddItem("UnusualGuerrillaRebel", item);
            AddEquipTexture(item, EquipType.Head, "UnusualGuerrillaRebel_Head", "Highlander/Items/Armor/GuerrillaRebel_Head");

            item = new SkiMask(effect);
            AddItem("UnusualSkiMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualSkiMask_Head", "Highlander/Items/Armor/SkiMask_Head");

            item = new ImpregnableHelm(effect);
            AddItem("UnusualImpregnableHelm", item);
            AddEquipTexture(item, EquipType.Head, "UnusualImpregnableHelm_Head", "Highlander/Items/Armor/ImpregnableHelm_Head");

            item = new NinjaHeadband(effect);
            AddItem("UnusualNinjaHeadband", item);
            AddEquipTexture(item, EquipType.Head, "UnusualNinjaHeadband_Head", "Highlander/Items/Armor/NinjaHeadband_Head");

            item = new AutonomousOrb(effect);
            AddItem("UnusualAutonomousOrb", item);
            AddEquipTexture(item, EquipType.Head, "UnusualAutonomousOrb_Head", "Highlander/Items/Armor/AutonomousOrb_Head");

            item = new MedicalMask(effect);
            AddItem("UnusualMedicalMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualMedicalMask_Head", "Highlander/Items/Armor/MedicalMask_Head");

            item = new BloodWarriorMask(effect);
            AddItem("UnusualBloodWarriorMask", item);
            AddEquipTexture(item, EquipType.Head, "UnusualBloodWarriorMask_Head", "Highlander/Items/Armor/BloodWarriorMask_Head");

            /**for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      PithyProfessional item = new PithyProfessional(effect);
             *      AddItem(effect + "PithyProfessional", item);
             *      AddEquipTexture(item, EquipType.Head, "PithyProfessional" + effect + "_Head", "Highlander/Items/Armor/PithyProfessional_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      LegendaryLid item = new LegendaryLid(effect);
             *      AddItem(effect + "LegendaryLid", item);
             *      AddEquipTexture(item, EquipType.Head, "LegendaryLid" + effect + "_Head", "Highlander/Items/Armor/LegendaryLid_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      BrassBucket item = new BrassBucket(effect);
             *      AddItem(effect + "BrassBucket", item);
             *      AddEquipTexture(item, EquipType.Head, "BrassBucket" + effect + "_Head", "Highlander/Items/Armor/BrassBucket_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      TeamCaptain item = new TeamCaptain(effect);
             *      AddItem(effect + "TeamCaptain", item);
             *      AddEquipTexture(item, EquipType.Head, "TeamCaptain" + effect + "_Head", "Highlander/Items/Armor/TeamCaptain_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      StainlessPot item = new StainlessPot(effect);
             *      AddItem(effect + "StainlessPot", item);
             *      AddEquipTexture(item, EquipType.Head, "StainlessPot" + effect + "_Head", "Highlander/Items/Armor/StainlessPot_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      Hotrod item = new Hotrod(effect);
             *      AddItem(effect + "Hotrod", item);
             *      AddEquipTexture(item, EquipType.Head, "Hotrod" + effect + "_Head", "Highlander/Items/Armor/Hotrod_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      StoutShako item = new StoutShako(effect);
             *      AddItem(effect + "StoutShako", item);
             *      AddEquipTexture(item, EquipType.Head, "StoutShako" + effect + "_Head", "Highlander/Items/Armor/StoutShako_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      SamurEye item = new SamurEye(effect);
             *      AddItem(effect + "SamurEye", item);
             *      AddEquipTexture(item, EquipType.Head, "SamurEye" + effect + "_Head", "Highlander/Items/Armor/SamurEye_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      OlSnaggletooth item = new OlSnaggletooth(effect);
             *      AddItem(effect + "OlSnaggletooth", item);
             *      AddEquipTexture(item, EquipType.Head, "OlSnaggletooth" + effect + "_Head", "Highlander/Items/Armor/OlSnaggletooth_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      PyromancerMask item = new PyromancerMask(effect);
             *      AddItem(effect + "PyromancerMask", item);
             *      AddEquipTexture(item, EquipType.Head, "PyromancerMask" + effect + "_Head", "Highlander/Items/Armor/PyromancerMask_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      HongKongCone item = new HongKongCone(effect);
             *      AddItem(effect + "HongKongCone", item);
             *      AddEquipTexture(item, EquipType.Head, "HongKongCone" + effect + "_Head", "Highlander/Items/Armor/HongKongCone_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      KillerExclusive item = new KillerExclusive(effect);
             *      AddItem(effect + "KillerExclusive", item);
             *      AddEquipTexture(item, EquipType.Head, "KillerExclusive" + effect + "_Head", "Highlander/Items/Armor/KillerExclusive_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      BombBeanie item = new BombBeanie(effect);
             *      AddItem(effect + "BombBeanie", item);
             *      AddEquipTexture(item, EquipType.Head, "BombBeanie" + effect + "_Head", "Highlander/Items/Armor/BombBeanie_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      TartanTyrolean item = new TartanTyrolean(effect);
             *      AddItem(effect + "TartanTyrolean", item);
             *      AddEquipTexture(item, EquipType.Head, "TartanTyrolean" + effect + "_Head", "Highlander/Items/Armor/TartanTyrolean_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      ColdfrontCommander item = new ColdfrontCommander(effect);
             *      AddItem(effect + "ColdfrontCommander", item);
             *      AddEquipTexture(item, EquipType.Head, "ColdfrontCommander" + effect + "_Head", "Highlander/Items/Armor/ColdfrontCommander_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      SinnerShade item = new SinnerShade(effect);
             *      AddItem(effect + "SinnerShade", item);
             *      AddEquipTexture(item, EquipType.Head, "SinnerShade" + effect + "_Head", "Highlander/Items/Armor/SinnerShade_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      MightyMitre item = new MightyMitre(effect);
             *      AddItem(effect + "MightyMitre", item);
             *      AddEquipTexture(item, EquipType.Head, "MightyMitre" + effect + "_Head", "Highlander/Items/Armor/MightyMitre_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      CondorCap item = new CondorCap(effect);
             *      AddItem(effect + "CondorCap", item);
             *      AddEquipTexture(item, EquipType.Head, "CondorCap" + effect + "_Head", "Highlander/Items/Armor/CondorCap_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      SurgeonShako item = new SurgeonShako(effect);
             *      AddItem(effect + "SurgeonShako", item);
             *      AddEquipTexture(item, EquipType.Head, "SurgeonShako" + effect + "_Head", "Highlander/Items/Armor/SurgeonShako_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      ToySoldier item = new ToySoldier(effect);
             *      AddItem(effect + "ToySoldier", item);
             *      AddEquipTexture(item, EquipType.Head, "ToySoldier" + effect + "_Head", "Highlander/Items/Armor/ToySoldier_Head");
             * }
             * for (int i = 1; i < (int)AbnormalEffect.Max; i++)
             * {
             *      AbnormalEffect effect = (AbnormalEffect)i;
             *      PatriotPeak item = new PatriotPeak(effect);
             *      AddItem(effect + "PatriotPeak", item);
             *      AddEquipTexture(item, EquipType.Head, "PatriotPeak" + effect + "_Head", "Highlander/Items/Armor/PatriotPeak_Head");
             * }**/
        }