public override void InitOutfit() { WipeLayers(); AddItem(new SkullCap(Utility.RandomRedHue())); if (Utility.RandomBool()) { Item shirt = new Shirt(Utility.RandomRedHue()); AddItem(shirt); } Item sash = new BodySash(0x85); Item hair = new Item(Utility.RandomList(0x203B, 0x203C, 0x203D, 0x2044, 0x2045, 0x2047, 0x2049, 0x204A)); Item pants = new LongPants(Utility.RandomRedHue()); Item boots = new Boots(Utility.RandomRedHue()); hair.Hue = Utility.RandomHairHue(); hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); AddItem(sash); AddItem(pants); AddItem(boots); }
public async Task <ActionResult <Boots> > PostBoots(Boots boots) { _context.Bootses.Add(boots); await _context.SaveChangesAsync(); return(CreatedAtAction("GetBoots", new { id = boots.BootsId }, boots)); }
public async Task <IActionResult> Edit(long id, [Bind("BootsId,Producer,Model,Size,Price,Quantity,CratedDate")] Boots boots) { if (id != boots.BootsId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(boots); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!BootsExists(boots.BootsId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(boots)); }
public Jailor() : base(AIType.AI_Melee, FightMode.Agressor, 10, 1, 0.45, 0.8) { Female = Utility.RandomBool(); Body = Female ? 401 : 400; Title = "the jailor"; Name = NameList.RandomName(Female ? "female" : "male"); Hue = Utility.RandomSkinHue(); SetStr(96, 110); SetDex(96, 110); SetInt(71, 85); Karma = Utility.RandomMinMax(13, -45); SetSkill(SkillName.Tactics, 75, 97.5); SetSkill(SkillName.MagicResist, 75, 97.5); SetSkill(SkillName.Parry, 75, 97.5); SetSkill(SkillName.Swords, 15, 37.5); SetSkill(SkillName.Macing, 15, 37.5); SetSkill(SkillName.Fencing, 15, 37.5); SetSkill(SkillName.Wrestling, 15, 37.5); Item item = null; if (!Female) { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = AddRandomFacialHair(item.Hue); item = new ChainChest(); AddItem(item); item = new ChainLegs(); AddItem(item); item = new BronzeShield(); AddItem(item); item = new Boots(); item.Hue = Utility.RandomNeutralHue(); AddItem(item); item = new VikingSword(); AddItem(item); PackGold(15, 100); } else { item = AddRandomHair(); item.Hue = Utility.RandomHairHue(); item = new ChainChest(); AddItem(item); item = new ChainLegs(); AddItem(item); item = new BronzeShield(); AddItem(item); item = new Boots(); item.Hue = Utility.RandomNeutralHue(); AddItem(item); item = new VikingSword(); AddItem(item); PackGold(15, 100); } }
public async Task <IActionResult> PutBoots(int id, Boots boots) { if (id != boots.BootsId) { return(BadRequest()); } _context.Entry(boots).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!BootsExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public List <GameObject> GetLoot(LootTable lootTable) { var loots = new List <GameObject>(); var random = Random.Range(0.0f, 1.0f); if (random < lootTable.WandChance) { GameObject wandGameObject = Instantiate(WandPrefab); MagicWand wand = wandGameObject.GetComponent <MagicWand>(); wand.SetOptions(MagicWand.GetOptions(depthConfig.PowerLevel)); loots.Add(wandGameObject); } random = Random.Range(0.0f, 1.0f); if (random < lootTable.BootsChance) { GameObject bootsGameObject = Instantiate(BootsPrefab); Boots boots = bootsGameObject.GetComponent <Boots>(); boots.SetOptions(Boots.GetOptions(depthConfig.PowerLevel)); loots.Add(bootsGameObject); } random = Random.Range(0.0f, 1.0f); if (random < lootTable.HealthPotionChance) { GameObject potionGameObject = Instantiate(PotionPrefab); loots.Add(potionGameObject); } return(loots); }
public Gastin() { Name = "Gastin"; Title = "the Crazed Farmer"; Body = 0x190; Hue = Utility.RandomSkinHue(); Blessed = true; Boots b = new Boots(); b.Hue = 1; AddItem(b); LongPants lp = new LongPants(); lp.Hue = 292; AddItem(lp); FancyShirt fs = new FancyShirt(); fs.Hue = 1153; AddItem(fs); Pitchfork pf = new Pitchfork(); AddItem(pf); AddItem(new LongHair(1337)); }
public father() : base(AIType.AI_Melee, FightMode.None, 20, 1, 1.5, 3.0) { Name = "Gary"; Body = 400; SpeechHue = 9; CantWalk = true; Hue = 46; Blessed = true; SetStr(1025, 1250); SetDex(120, 125); SetInt(1800, 1935); SetHits(5000, 5550); SetSkill(SkillName.MagicResist, 205.0, 220.0); SetSkill(SkillName.Focus, 216.0, 230.0); SetSkill(SkillName.Magery, 219.0, 225.0); SetSkill(SkillName.Meditation, 212.0, 215.0); VirtualArmor = 44; Container pack = new Backpack(); pack.Movable = false; AddItem(pack); Item Boots = new Boots(); Boots.Hue = 351; Boots.Name = "Work Boots"; Boots.Movable = false; AddItem(Boots); Item LongPants = new LongPants(); LongPants.Hue = 1282; LongPants.Name = "Wrangler Jeans"; LongPants.Movable = false; AddItem(LongPants); Item FancyShirt = new FancyShirt(); FancyShirt.Hue = 1321; FancyShirt.Name = "Flannel Button-Up Shirt"; FancyShirt.Movable = false; AddItem(FancyShirt); Item hair = new Item(0x203B); hair.Hue = 1836; hair.Layer = Layer.Hair; hair.Movable = false; AddItem(hair); Item ring = new GoldRing(); ring.Name = "Wedding Ring"; ring.Movable = false; AddItem(ring); }
public override void InitOutfit() { Name = "Uncle John"; Title = "the farming fool"; Body = 400; Female = false; Race = Race.Human; Hue = 0x83F5; HairItemID = 8251; HairHue = 1337; FacialHairItemID = 0; FacialHairHue = 0; Boots b = new Boots(); b.Hue = 1; AddItem(b); LongPants lp = new LongPants(); lp.Hue = 292; AddItem(lp); FancyShirt fs = new FancyShirt(); fs.Hue = 1153; AddItem(fs); Pitchfork pf = new Pitchfork(); AddItem(pf); }
public InternalBuyInfo() { Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 50, 0xEC4, 0)); Add(new GenericBuyInfo("Leather Cap", typeof(LeatherCap), LeatherCap.GetSBPurchaseValue(), 25, 7610, 0)); Add(new GenericBuyInfo("Leather Gorget", typeof(LeatherGorget), LeatherGorget.GetSBPurchaseValue(), 25, 5063, 0)); Add(new GenericBuyInfo("Leather Arms", typeof(LeatherArms), LeatherArms.GetSBPurchaseValue(), 25, 5061, 0)); Add(new GenericBuyInfo("Leather Gloves", typeof(LeatherGloves), LeatherGloves.GetSBPurchaseValue(), 25, 5070, 0)); Add(new GenericBuyInfo("Leather Chest", typeof(LeatherChest), LeatherChest.GetSBPurchaseValue(), 25, 5075, 0)); Add(new GenericBuyInfo("Female Leather Chest", typeof(FemaleLeatherChest), FemaleLeatherChest.GetSBPurchaseValue(), 25, 7175, 0)); Add(new GenericBuyInfo("Leather Bustier", typeof(LeatherBustier), LeatherBustier.GetSBPurchaseValue(), 25, 7179, 0)); Add(new GenericBuyInfo("Leather Legs", typeof(LeatherLegs), LeatherLegs.GetSBPurchaseValue(), 25, 5074, 0)); Add(new GenericBuyInfo("Leather Skirt", typeof(LeatherSkirt), LeatherSkirt.GetSBPurchaseValue(), 25, 7177, 0)); Add(new GenericBuyInfo("Leather Shorts", typeof(LeatherShorts), LeatherShorts.GetSBPurchaseValue(), 25, 7169, 0)); Add(new GenericBuyInfo("Studded Cap", typeof(StuddedCap), StuddedCap.GetSBPurchaseValue(), 25, 7610, 1507)); Add(new GenericBuyInfo("Studded Gorget", typeof(StuddedGorget), StuddedGorget.GetSBPurchaseValue(), 25, 5078, 0)); Add(new GenericBuyInfo("Studded Arms", typeof(StuddedArms), StuddedArms.GetSBPurchaseValue(), 25, 5076, 0)); Add(new GenericBuyInfo("Studded Gloves", typeof(StuddedGloves), StuddedGloves.GetSBPurchaseValue(), 25, 5085, 0)); Add(new GenericBuyInfo("Studded Chest", typeof(StuddedChest), StuddedChest.GetSBPurchaseValue(), 25, 5090, 0)); Add(new GenericBuyInfo("Female Studded Chest", typeof(FemaleStuddedChest), FemaleStuddedChest.GetSBPurchaseValue(), 25, 7170, 0)); Add(new GenericBuyInfo("Studded Bustier", typeof(StuddedBustier), StuddedBustier.GetSBPurchaseValue(), 25, 7181, 0)); Add(new GenericBuyInfo("Studded Legs", typeof(StuddedLegs), StuddedLegs.GetSBPurchaseValue(), 25, 5089, 0)); Add(new GenericBuyInfo("Shoes", typeof(Shoes), Shoes.GetSBPurchaseValue(), 25, 0x170F, 0)); Add(new GenericBuyInfo("Sandals", typeof(Sandals), Sandals.GetSBPurchaseValue(), 25, 0x170D, 0)); Add(new GenericBuyInfo("Boots", typeof(Boots), Boots.GetSBPurchaseValue(), 25, 0x170B, 0)); Add(new GenericBuyInfo("Thigh Boots", typeof(ThighBoots), ThighBoots.GetSBPurchaseValue(), 25, 0x1711, 0)); }
public DummySword() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Swordsman int iHue = 20 + Team * 40; // int jHue = 25 + Team * 40; // Skills and Stats this.InitStats(125, 125, 90); this.Skills[SkillName.Swords].Base = 120; this.Skills[SkillName.Anatomy].Base = 120; this.Skills[SkillName.Healing].Base = 120; this.Skills[SkillName.Tactics].Base = 120; this.Skills[SkillName.Parry].Base = 120; // Name this.Name = "Swordsman"; // Equip Katana kat = new Katana(); kat.Crafter = this; kat.Movable = true; kat.Quality = WeaponQuality.Regular; AddItem(kat); Boots bts = new Boots(); bts.Hue = iHue; AddItem(bts); ChainChest cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); ChainLegs chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); PlateArms pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); Bandage band = new Bandage(50); AddToBackpack(band); }
public UncleJohn() { Name = "Uncle John"; Title = "the farming fool"; Body = 0x190; Hue = Utility.RandomSkinHue(); Boots b = new Boots(); b.Hue = 1; AddItem(b); LongPants lp = new LongPants(); lp.Hue = 292; AddItem(lp); FancyShirt fs = new FancyShirt(); fs.Hue = 1153; AddItem(fs); Pitchfork pf = new Pitchfork(); AddItem(pf); AddItem(new LongHair(1337)); }
public SlimTheFence() : base(AIType.AI_Vendor, FightMode.None, 10, 1, .4, .2) { Body = 0x190; SpeechHue = 0x3B2; Blessed = true; Name = "Slim"; Title = "the Fence"; HairItemID = 8264; FacialHairItemID = 8269; HairHue = 1932; FacialHairHue = 1932; Hue = Race.RandomSkinHue(); SetStr(150); SetInt(50); SetDex(150); EquipItem(new JinBaori(1932)); EquipItem(new FancyShirt(1932)); EquipItem(new LongPants(1)); Boots boots = new Boots { Hue = 1 }; EquipItem(boots); Frozen = true; }
public CityHerald(City city) : base(AIType.AI_Vendor, FightMode.None, 10, 1, .4, .2) { City = city; SpeechHue = 0x3B2; Female = Utility.RandomDouble() > 0.75; Blessed = true; Name = Female ? NameList.RandomName("female") : NameList.RandomName("male"); Title = "the city herald"; Body = Female ? 0x191 : 0x190; HairItemID = Race.RandomHair(Female); FacialHairItemID = Race.RandomFacialHair(Female); HairHue = Race.RandomHairHue(); Hue = Race.RandomSkinHue(); SetStr(150); SetInt(50); SetDex(150); EquipItem(new Doublet(1157)); EquipItem(new FancyShirt(1908)); EquipItem(new FeatheredHat(1157)); EquipItem(new LongPants(1908)); var boots = new Boots(); boots.Hue = 2012; EquipItem(boots); EquipItem(new GoldRing()); CantWalk = true; }
private void CreateClassic() { m_MoveSound = 251; m_CaptureSound = 773; m_DeathSound = 1063; m_Piece.Female = false; m_Piece.BodyValue = 0x190; if (m_BChessboard.OverrideMinorHue) { m_Piece.Hue = Hue; } else { m_Piece.Hue = m_BChessboard.SkinHue; } Item item = null; item = new HoodedShroudOfShadows(Hue); item.Name = "Bishop's Robe"; m_Piece.AddItem(item); item = new Boots(MinorHue); m_Piece.AddItem(item); item = new QuarterStaff(); item.Hue = MinorHue; m_Piece.AddItem(item); }
public InternalBuyInfo() { Add(new GenericBuyInfo("Sandals", typeof(Sandals), Sandals.GetSBPurchaseValue(), 25, 0x170d, 0)); Add(new GenericBuyInfo("Shoes", typeof(Shoes), Shoes.GetSBPurchaseValue(), 25, 0x170f, 0)); Add(new GenericBuyInfo("Boots", typeof(Boots), Boots.GetSBPurchaseValue(), 25, 0x170b, 0)); Add(new GenericBuyInfo("Thigh Boots", typeof(ThighBoots), ThighBoots.GetSBPurchaseValue(), 25, 0x1711, 0)); }
public MortysTheMaster() : base(AIType.AI_None, FightMode.None, 10, 1, 0.2, 0.4) { Name = "Mortys"; Title = "Le Maitre"; Direction = Direction.South; Body = 400; Hue = 33797; Blessed = true; InitStats(75, 75, 75); SpeechHue = 33; EmoteHue = 33; Backpack bp = new Backpack(); bp.Movable = false; AddItem(bp); AddItem(new RobeACapuche(1109)); Lantern l = new Lantern(); l.Hue = 1109; AddItem(l); l.Ignite(); Boots b = new Boots(); b.Hue = 1109; AddItem(b); }
public override void InitOutfit() { Name = "Grandpa Tam"; Title = "the old coot"; Body = 400; Female = false; Race = Race.Human; Hue = 0x83F5; HairItemID = 8251; HairHue = 1150; FacialHairItemID = 0; FacialHairHue = 0; Boots b = new Boots(); b.Hue = 1; AddItem(b); LongPants lp = new LongPants(); lp.Hue = 292; AddItem(lp); FancyShirt fs = new FancyShirt(); fs.Hue = 1153; AddItem(fs); }
public InternalSellInfo() { Add(typeof(Shoes), Shoes.GetSBSellValue()); Add(typeof(Boots), Boots.GetSBSellValue()); Add(typeof(ThighBoots), ThighBoots.GetSBSellValue()); Add(typeof(Sandals), Sandals.GetSBSellValue()); }
public InternalSellInfo() { Add(typeof(Hide), Hide.GetSBSellValue()); Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue()); Add(typeof(LeatherCap), LeatherCap.GetSBSellValue()); Add(typeof(LeatherGorget), LeatherGorget.GetSBSellValue()); Add(typeof(LeatherArms), LeatherArms.GetSBSellValue()); Add(typeof(LeatherGloves), LeatherGloves.GetSBSellValue()); Add(typeof(LeatherChest), LeatherChest.GetSBSellValue()); Add(typeof(FemaleLeatherChest), FemaleLeatherChest.GetSBSellValue()); Add(typeof(LeatherBustier), LeatherBustier.GetSBSellValue()); Add(typeof(LeatherLegs), LeatherLegs.GetSBSellValue()); Add(typeof(LeatherSkirt), LeatherSkirt.GetSBSellValue()); Add(typeof(LeatherShorts), LeatherShorts.GetSBSellValue()); Add(typeof(StuddedCap), StuddedCap.GetSBSellValue()); Add(typeof(StuddedGorget), StuddedGorget.GetSBSellValue()); Add(typeof(StuddedArms), StuddedArms.GetSBSellValue()); Add(typeof(StuddedGloves), StuddedGloves.GetSBSellValue()); Add(typeof(StuddedChest), StuddedChest.GetSBSellValue()); Add(typeof(FemaleStuddedChest), FemaleStuddedChest.GetSBSellValue()); Add(typeof(StuddedBustier), StuddedBustier.GetSBSellValue()); Add(typeof(StuddedLegs), StuddedLegs.GetSBSellValue()); Add(typeof(Shoes), Shoes.GetSBSellValue()); Add(typeof(Sandals), Sandals.GetSBSellValue()); Add(typeof(Boots), Boots.GetSBSellValue()); Add(typeof(ThighBoots), ThighBoots.GetSBSellValue()); }
public TownCrier() { m_Instances.Add(this); InitStats(100, 100, 25); Title = "the town crier"; Hue = Utility.RandomSkinHue(); if (Female = Utility.RandomBool()) { Body = 0x191; Name = NameList.RandomName("female"); } else { Body = 0x190; Name = NameList.RandomName("male"); } AddItem(new FancyShirt(Utility.RandomBlueHue())); Item skirt; switch (Utility.Random(2)) { case 0: skirt = new Skirt(); break; default: case 1: skirt = new Kilt(); break; } skirt.Hue = Utility.RandomGreenHue(); AddItem(skirt); AddItem(new FeatheredHat(Utility.RandomGreenHue())); Item boots; switch (Utility.Random(2)) { case 0: boots = new Boots(); break; default: case 1: boots = new ThighBoots(); break; } AddItem(boots); Utility.AssignRandomHair(this); }
public BushidoMaster2() : base(AIType.AI_None, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Lee"; Title = ", Le Combattant"; Direction = Direction.South; Body = 400; Hue = 33825; Blessed = true; InitStats(25, 25, 25); SetHits(5); SpeechHue = 802; EmoteHue = 802; Backpack bp = new Backpack(); bp.Movable = false; AddItem(bp); AddItem(new LeatherDo()); AddItem(new LeatherHaidate()); AddItem(new LeatherHiroSode()); AddItem(new LeatherJingasa()); Boots b = new Boots(); b.Hue = 1527; AddItem(b); this.HairItemID = 8253; this.HairHue = 1129; QuestPlayer = null; }
/// <summary> /// Resets the previous hat/shirt/boots after the rainy weather is over and the player has been changed back into their original attire. /// </summary> private void ResetPreviousData() { this.previousHat = null; this.previousShirt = null; this.previousBoots = null; this.isWearingHat = false; }
public TheCommodore() { Name = "The Commodore"; Title = "the Grandmaster of Funk"; Body = 0x190; Hue = Utility.RandomSkinHue(); Blessed = true; Boots b = new Boots(); b.Hue = 1; AddItem(b); LongPants lp = new LongPants(); lp.Hue = 292; AddItem(lp); FancyShirt fs = new FancyShirt(); fs.Hue = 1153; AddItem(fs); Pitchfork pf = new Pitchfork(); AddItem(pf); AddItem(new LongHair(1337)); }
public Ciiss() { Name = "Ciiss"; Title = "the Snake Worshipper"; Body = 401; CantWalk = true; Hue = 2006; Item Boots = new Boots(); Boots.Movable = false; Boots.Hue = 1175; EquipItem(Boots); Item HoodedShroudOfShadows = new HoodedShroudOfShadows(); HoodedShroudOfShadows.Movable = false; HoodedShroudOfShadows.Hue = 1175; EquipItem(HoodedShroudOfShadows); Item LeatherGloves = new LeatherGloves(); LeatherGloves.Movable = false; LeatherGloves.Hue = 1175; EquipItem(LeatherGloves); HairItemID = 0x203C; HairHue = 1741; Blessed = true; }
/// <inheritdoc /> public Armor Convert(ItemDTO value, object state) { var entity = new Boots(); this.Merge(entity, value, state); return(entity); }
public BushidoMaster1() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { SetSkill(SkillName.Macing, 50.0, 55.0); Name = "Cedric"; Title = ", Le Combattant"; Direction = Direction.South; Body = 400; Hue = 33825; Blessed = true; InitStats(100, 100, 25); SpeechHue = 802; EmoteHue = 802; Backpack bp = new Backpack(); bp.Movable = false; AddItem(bp); AddItem(new Robe(2224)); AddItem(new QuarterStaff()); AddItem(new RingmailGloves()); AddItem(new RingmailChest()); AddItem(new RingmailLegs()); Boots b = new Boots(); b.Hue = 1527; AddItem(b); this.HairItemID = 8253; this.HairHue = 1129; QuestPlayer = null; }
public DummyFence() : base(AIType.AI_Melee, FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Fencer int iHue = 20 + Team * 40; // int jHue = 25 + Team * 40; // Skills and Stats this.InitStats(125, 125, 90); this.Skills[SkillName.Fencing].Base = 120; this.Skills[SkillName.Anatomy].Base = 120; this.Skills[SkillName.Healing].Base = 120; this.Skills[SkillName.Tactics].Base = 120; // Name this.Name = "Fencer"; // Equip Spear ssp = new Spear(); ssp.Movable = true; ssp.Crafter = this; ssp.Quality = WeaponQuality.Regular; AddItem(ssp); Boots snd = new Boots(); snd.Hue = iHue; snd.LootType = LootType.Newbied; AddItem(snd); ChainChest cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); ChainLegs chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); PlateArms pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); Bandage band = new Bandage(50); AddToBackpack(band); }
public FreddyKruger() : base(AIType.AI_Mage, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "Freddy Kruger"; Body = 185; Hue = 2949; SetStr(481, 705); SetDex(291, 315); SetInt(226, 350); SetHits(12000, 14000); SetDamage(25, 40); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 35, 40); SetResistance(ResistanceType.Fire, 30, 40); SetResistance(ResistanceType.Cold, 30, 40); SetResistance(ResistanceType.Poison, 30, 40); SetResistance(ResistanceType.Energy, 30, 40); SetSkill(SkillName.EvalInt, 80.2, 100.0); SetSkill(SkillName.Magery, 95.1, 100.0); SetSkill(SkillName.Meditation, 27.5, 50.0); SetSkill(SkillName.MagicResist, 77.5, 100.0); SetSkill(SkillName.Tactics, 65.0, 87.5); SetSkill(SkillName.Wrestling, 20.3, 80.0); Fame = 0; Karma = -10500; VirtualArmor = 90; LeatherGloves gloves = new LeatherGloves(); gloves.Hue = 1175; gloves.Movable = false; AddItem(gloves); LongPants legs = new LongPants(); legs.Hue = 1175; legs.Movable = false; AddItem(legs); FingersOfFreddy weapon = new FingersOfFreddy(); weapon.Movable = false; AddItem(weapon); Boots boots = new Boots(); boots.Hue = 1175; boots.Movable = false; AddItem(boots); }
public DummyMace() : base(AIType.AI_Melee, FightMode.All | FightMode.Closest, 15, 1, 0.2, 0.6) { // A Dummy Macer int iHue = 20 + Team * 40; int jHue = 25 + Team * 40; // Skills and Stats this.InitStats(125, 125, 90); this.Skills[SkillName.Macing].Base = 120; this.Skills[SkillName.Anatomy].Base = 120; this.Skills[SkillName.Healing].Base = 120; this.Skills[SkillName.Tactics].Base = 120; // Name this.Name = "Macer"; // Equip WarHammer war = new WarHammer(); war.Movable = true; war.Crafter = this; war.Quality = WeaponQuality.Regular; AddItem(war); Boots bts = new Boots(); bts.Hue = iHue; AddItem(bts); ChainChest cht = new ChainChest(); cht.Movable = false; cht.LootType = LootType.Newbied; cht.Crafter = this; cht.Quality = ArmorQuality.Regular; AddItem(cht); ChainLegs chl = new ChainLegs(); chl.Movable = false; chl.LootType = LootType.Newbied; chl.Crafter = this; chl.Quality = ArmorQuality.Regular; AddItem(chl); PlateArms pla = new PlateArms(); pla.Movable = false; pla.LootType = LootType.Newbied; pla.Crafter = this; pla.Quality = ArmorQuality.Regular; AddItem(pla); Bandage band = new Bandage(50); AddToBackpack(band); }
void recreateItem(){ if(selectedItem == healthIndex){ sell[selectedItem] = new HealthPotion(); } else if(selectedItem == manaIndex){ sell[selectedItem] = new ManaPotion(); } else if(selectedItem == swordIndex){ sell[selectedItem] = new Sword(); } else if(selectedItem == axeIndex){ sell[selectedItem] = new Axe(); } else if(selectedItem == chestIndex){ sell[selectedItem] = new Chest(); } else if(selectedItem == bootsIndex){ sell[selectedItem] = new Boots(); } }
public static Boots setBoots(int id, string name, string type, int VIT, int PM, int FRZ, int DEF, int SPD, string icon_name, int slot_x, int slot_y){ Boots boots = new Boots (); boots.id = id; boots.name = name; boots.type = type; boots.VIT = VIT; boots.PM = PM; boots.FRZ = FRZ; boots.DEF = DEF; boots.SPD = SPD; boots.ItemTexture = Resources.Load<Texture2D>("Inventory/"+type+"/"+icon_name); boots.width = slot_x; boots.height = slot_y; return boots; }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? tumble = new Tumble(); tumble.setScript(this); silverBolts = new Silver_Bolts(); silverBolts.setScript(this); condemn = new Condemn(); condemn.setScript(this); finalHour = new Final_Hour(); finalHour.setScript(this); shadowBolt = new ShadowBolt(); shadowBolt.setScript(this); IconWidth = tumbleTexture.width; IconHeight = tumbleTexture.height; level = 1; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; alive = true; inventory = new Item[inventorySize]; Bow startingBow = new Bow(); startingBow.randomizeWeapon(1, 1); awardItem(startingBow); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/vayne_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; swiftDeathTexture = Resources.Load("VayneTextures/swiftDeath") as Texture2D; shadowBoltTexture = Resources.Load("VayneTextures/ShadowBolt") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[6]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; currentMana = maxMana; Save(); }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? dStrike = new Decisive_Strike(); dStrike.setScript(this); courage = new Courage(); courage.setScript(this); judgement = new Judgement(); judgement.setScript(this); dJustice = new Demacian_Justice(); dJustice.setScript(this); valor = new Valor(); valor.setScript(this); level = 1; IconWidth = judgementTexture.width; IconHeight = judgementTexture.height; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; spinning = false; alive = true; inventory = new Item[inventorySize]; TwoHandedSword startingSword = new TwoHandedSword(); startingSword.randomizeWeapon(1, 1); awardItem(startingSword); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/garen_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[5]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; Save(); }
public IItem DropRandomItem() { Random rnd = new Random(); int itemNumber = rnd.Next(1, 7); IItem itemForDrop; switch (this.EnemyType) { case EnemyType.Ghoul: switch (itemNumber) { case 1: itemForDrop = new Belt(); break; case 2: itemForDrop = new Boots(); break; case 3: itemForDrop = new Chest(); break; case 4: itemForDrop = new Helmet(); break; case 5: itemForDrop = new Pants(); break; case 6: itemForDrop = new Sword(); break; default: itemForDrop = null; break; } break; case EnemyType.Hydra: switch (itemNumber) { case 1: itemForDrop = new Belt(ItemType.Uncommon); break; case 2: itemForDrop = new Boots(ItemType.Uncommon); break; case 3: itemForDrop = new Chest(ItemType.Uncommon); break; case 4: itemForDrop = new Helmet(ItemType.Uncommon); break; case 5: itemForDrop = new Pants(ItemType.Uncommon); break; case 6: itemForDrop = new Sword(ItemType.Uncommon); break; default: itemForDrop = null; break; } break; case EnemyType.Supremus: switch (itemNumber) { case 1: itemForDrop = new Belt(ItemType.Rare); break; case 2: itemForDrop = new Boots(ItemType.Rare); break; case 3: itemForDrop = new Chest(ItemType.Rare); break; case 4: itemForDrop = new Helmet(ItemType.Rare); break; case 5: itemForDrop = new Pants(ItemType.Rare); break; case 6: itemForDrop = new Sword(ItemType.Rare); break; default: itemForDrop = null; break; } break; case EnemyType.Rotface: switch (itemNumber) { case 1: itemForDrop = new Belt(ItemType.Magic); break; case 2: itemForDrop = new Boots(ItemType.Magic); break; case 3: itemForDrop = new Chest(ItemType.Magic); break; case 4: itemForDrop = new Helmet(ItemType.Magic); break; case 5: itemForDrop = new Pants(ItemType.Magic); break; case 6: itemForDrop = new Sword(ItemType.Magic); break; default: itemForDrop = null; break; } break; case EnemyType.Lichking: switch (itemNumber) { case 1: itemForDrop = new Belt(ItemType.Legendary); break; case 2: itemForDrop = new Boots(ItemType.Legendary); break; case 3: itemForDrop = new Chest(ItemType.Legendary); break; case 4: itemForDrop = new Helmet(ItemType.Legendary); break; case 5: itemForDrop = new Pants(ItemType.Legendary); break; case 6: itemForDrop = new Sword(ItemType.Legendary); break; default: itemForDrop = null; break; } break; case EnemyType.Deathwing: itemForDrop = new Sword(ItemType.Legendary); break; default: itemForDrop = null; break; } return itemForDrop; }
public static void setBoots(Boots boot){ if(b == null){ b = boot; cs.setSPD(boot.SPD); }else{ cs.setSPD(-boot.SPD); b = boot; cs.setSPD(boot.SPD); } //s.transform.rotation = Quaternion.Euler(new Vector3(20, 160, 0)); }
public static void removeBoots(Item i){ if(b != null){ if(i.id == b.id){ cs.setSPD(-b.SPD); b = null; } } }
public void recreateFighterItem(int x, int y, int i){ Item item; if(PlayerPrefs.GetString("Fighter Item type" + i) == "ManaPotion"){ item = new ManaPotion(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString("Fighter Item type" + i) == "HealthPotion"){ item = new HealthPotion(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString("Fighter Item type" + i) == "Axe"){ item = new Axe(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString( "Fighter Item type" + i) == "Ring"){ item = new Ring(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString("Fighter Item type" + i) == "Chest"){ item = new Chest(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString("Fighter Item type" + i) == "Boots"){ item = new Boots(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString("Fighter Item type" + i) == "Amulet"){ item = new Amulet(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } else if(PlayerPrefs.GetString( "Fighter Item type" + i) == "Sword"){ item = new Sword(); inventory.addItem(x,y,item, inventorySlots, inventoryItems); } }
public static Boots getBoots(int id){ Boots boots = new Boots (); boots.id = ItemsInventory.boots_list [id].id; boots.name = ItemsInventory.boots_list [id].name; boots.type = ItemsInventory.boots_list [id].type; boots.VIT = ItemsInventory.boots_list [id].VIT; boots.PM = ItemsInventory.boots_list [id].PM; boots.FRZ = ItemsInventory.boots_list [id].FRZ; boots.DEF = ItemsInventory.boots_list [id].DEF; boots.SPD = ItemsInventory.boots_list [id].SPD; boots.ItemTexture = ItemsInventory.boots_list [id].ItemTexture; boots.width = ItemsInventory.boots_list [id].width; boots.height = ItemsInventory.boots_list [id].height; return boots; }
public void recreateEquipItem(int x, int y, int i){ Item item; if(PlayerPrefs.GetString("Equiped Item type" + i) == "Axe"){ item = new Axe(); item.useItem(player); //add item to axe slot } else if(PlayerPrefs.GetString("Equiped Item type" + i) == "Ring"){ item = new Ring(); item.useItem(player); //add item to ring slot); } else if(PlayerPrefs.GetString("Equiped Item type" + i) == "Chest"){ item = new Chest(); item.useItem(player); //add item to chest slot } else if(PlayerPrefs.GetString("Equiped Item type" + i) == "Boots"){ item = new Boots(); item.useItem(player); //add item to boots slot } else if(PlayerPrefs.GetString("Equiped Item type" + i) == "Amulet"){ item = new Amulet(); item.useItem(player); //add item to amulet slot } else if(PlayerPrefs.GetString("Equiped Item type" + i) == "Sword"){ item = new Sword(); item.useItem(player); //add item to sword slot } }