Example #1
0
 public BaseMeleeWeapon()
     : base("base_meleeweapon")
 {
     Add(new Sprite("WEAPON", Sprite.ItemsLayer));
     Add(Equipable.SingleSlot("Main Hand", "Off Hand"));
     Add(new MeleeComponent(
             new MeleeComponent.Template
     {
         ActionDescription       = "hit",
         ActionDescriptionPlural = "hits",
         Skill       = "skill_unarmed",
         HitBonus    = 0,
         Damage      = Rand.Constant(-10),
         DamageType  = Combat.DamageTypes["crush"],
         Penetration = 1,
         AttackSpeed = World.OneSecondInSpeed,
         APToReady   = World.SecondsToActionPoints(1f),
         Reach       = 1,
         Strength    = 1,
         Parry       = -3
     }));
 }
Example #2
0
        public void SetUp()
        {
            Item0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, Level),
                new Item(new Item.Template
                {
                })
            });
            Item1 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, Level),
                new Item(new Item.Template
                {
                })
            });

            Slot1Item0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, Level),
                Equipable.SingleSlot("slot1")
            });
            Slot2Item0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, Level),
                Equipable.SingleSlot("slot2")
            });


            // .....
            // .....
            // ..@#.
            // .....
            // .....

            Level.SetTerrain(3, 2, "Wall");
        }
Example #3
0
        public void SetUp()
        {
            Pistol = EntityManager.Create(new List <Component>
            {
                new GameObject(0, 0, Level),
                Equipable.SingleSlot("slot1", "slot2"),
                new Item(
                    new Item.Template
                {
                    Value     = 30,
                    Weight    = 0,
                    Size      = 0,
                    StackType = StackType.None
                }),
                new RangeComponent(
                    new RangeComponent.Template
                {
                    ActionDescription       = "shoot",
                    ActionDescriptionPlural = "shoots",
                    Skill           = "skill_pistol",
                    Accuracy        = 2,
                    Damage          = Rand.Constant(1),
                    DamageType      = SkrGame.Gameplay.Combat.Combat.DamageTypes["pierce"],
                    Penetration     = 1,
                    Shots           = 10,
                    Range           = 100,
                    RoF             = 1,
                    APToReady       = World.SecondsToActionPoints(1f),
                    APToReload      = World.SecondsToActionPoints(1f),
                    Recoil          = 1,
                    Reliability     = 18,
                    Strength        = 8,
                    AmmoCaliber     = "pistol",
                    OneInTheChamber = true,
                    SwapClips       = true,
                })
            });

            Revolver = EntityManager.Create(new List <Component>
            {
                new GameObject(0, 0, Level),
                Equipable.SingleSlot("slot1", "slot2"),
                new Item(
                    new Item.Template
                {
                    Value     = 30,
                    Weight    = 0,
                    Size      = 0,
                    StackType = StackType.None
                }),
                new RangeComponent(
                    new RangeComponent.Template
                {
                    ActionDescription       = "shoot",
                    ActionDescriptionPlural = "shoots",
                    Skill           = "skill_pistol",
                    Accuracy        = 2,
                    Damage          = Rand.Constant(1),
                    DamageType      = SkrGame.Gameplay.Combat.Combat.DamageTypes["pierce"],
                    Penetration     = 1,
                    Shots           = 10,
                    Range           = 100,
                    RoF             = 1,
                    APToReady       = World.SecondsToActionPoints(1f),
                    APToReload      = World.SecondsToActionPoints(1f),
                    Recoil          = 1,
                    Reliability     = 18,
                    Strength        = 8,
                    AmmoCaliber     = "revolver",
                    OneInTheChamber = false,
                    SwapClips       = false,
                })
            });

            Shotgun = EntityManager.Create(new List <Component>
            {
                new GameObject(0, 0, Level),
                Equipable.SingleSlot("slot3"),
                new Item(
                    new Item.Template
                {
                    Value     = 30,
                    Weight    = 0,
                    Size      = 0,
                    StackType = StackType.None
                }),
                new RangeComponent(
                    new RangeComponent.Template
                {
                    ActionDescription       = "shoot",
                    ActionDescriptionPlural = "shoots",
                    Skill           = "skill_shotgun",
                    Accuracy        = 2,
                    Damage          = Rand.Constant(1),
                    DamageType      = SkrGame.Gameplay.Combat.Combat.DamageTypes["pierce"],
                    Penetration     = 1,
                    Shots           = 10,
                    Range           = 100,
                    RoF             = 1,
                    APToReady       = World.SecondsToActionPoints(1f),
                    APToReload      = World.SecondsToActionPoints(1f),
                    Recoil          = 1,
                    Reliability     = 18,
                    Strength        = 8,
                    AmmoCaliber     = "shotgun",
                    OneInTheChamber = true,
                    SwapClips       = false,
                })
            });

            PistolAmmo = EntityManager.Create(new List <Component>
            {
                new GameObject(0, 0, Level),
                new ReferenceId("pistolammo"),
                new Item(
                    new Item.Template
                {
                    Value     = 30,
                    Weight    = 0,
                    Size      = 0,
                    StackType = StackType.Hard
                }),
                new AmmoComponent(
                    new AmmoComponent.Template
                {
                    ActionDescription       = "load",
                    ActionDescriptionPlural = "loads",
                    Caliber = "pistol",
                })
            });

            PistolAmmo.Get <Item>().Amount = 30;

            RevolverAmmo = EntityManager.Create(new List <Component>
            {
                new GameObject(0, 0, Level),
                new ReferenceId("revolverammo"),
                new Item(
                    new Item.Template
                {
                    Value     = 30,
                    Weight    = 0,
                    Size      = 0,
                    StackType = StackType.Hard
                }),
                new AmmoComponent(
                    new AmmoComponent.Template
                {
                    ActionDescription       = "load",
                    ActionDescriptionPlural = "loads",
                    Caliber = "revolver",
                })
            });

            RevolverAmmo.Get <Item>().Amount = 30;

            ShotgunAmmo = EntityManager.Create(new List <Component>
            {
                new GameObject(0, 0, Level),
                new ReferenceId("shotgunammo"),
                new Item(
                    new Item.Template
                {
                    Value     = 30,
                    Weight    = 0,
                    Size      = 0,
                    StackType = StackType.Hard
                }),
                new AmmoComponent(
                    new AmmoComponent.Template
                {
                    ActionDescription       = "load",
                    ActionDescriptionPlural = "loads",
                    Caliber = "shotgun",
                })
            });

            ShotgunAmmo.Get <Item>().Amount = 30;

            new GetItemAction(Entity, PistolAmmo, 30).OnProcess();
            new GetItemAction(Entity, RevolverAmmo, 30).OnProcess();
            new GetItemAction(Entity, ShotgunAmmo, 30).OnProcess();

            new EquipItemAction(Entity, Pistol, "slot1", true).OnProcess();
            new EquipItemAction(Entity, Revolver, "slot2", true).OnProcess();
            new EquipItemAction(Entity, Shotgun, "slot3", true).OnProcess();
        }
Example #4
0
        public void SetUp()
        {
            Item0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new ReferenceId("item"),
                new VisibleComponent(10),
                new Sprite("ITEM", Sprite.ItemsLayer),
                new Identifier("Junk", "A piece of junk."),
                new Item(0, 0, 0, 0, StackType.None)
            });
            Item1 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new ReferenceId("item"),
                new VisibleComponent(10),
                new Sprite("ITEM", Sprite.ItemsLayer),
                new Identifier("Junk", "A piece of junk."),
                new Item(0, 0, 0, 0, StackType.None)
            });
            Item2 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new ReferenceId("item"),
                new VisibleComponent(10),
                new Sprite("ITEM", Sprite.ItemsLayer),
                new Identifier("Junk", "A piece of junk."),
                new Item(0, 0, 0, 0, StackType.None)
            });

            StackedItem0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new ReferenceId("stackeditem"),
                new VisibleComponent(10),
                new Sprite("ITEM", Sprite.ItemsLayer),
                new Identifier("Junk", "A piece of junk."),
                new Item(0, 0, 0, 0, StackType.Hard)
            });
            StackedItem1 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new ReferenceId("stackeditem"),
                new VisibleComponent(10),
                new Sprite("ITEM", Sprite.ItemsLayer),
                new Identifier("Junk", "A piece of junk."),
                new Item(0, 0, 0, 0, StackType.Hard)
            });

            Slot1Item0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new Item(new Item.Template
                {
                    StackType = StackType.None,
                    Size      = 1,
                    Weight    = 1,
                    Value     = 1
                }),
                Equipable.SingleSlot("slot1")
            });

            Slot1Item1 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new Item(new Item.Template
                {
                    StackType = StackType.None,
                    Size      = 1,
                    Weight    = 1,
                    Value     = 1
                }),
                Equipable.SingleSlot("slot1")
            });

            Slot1Item2StealthBonus = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new Item(new Item.Template
                {
                    StackType = StackType.None,
                    Size      = 1,
                    Weight    = 1,
                    Value     = 1
                }),
                Equipable.SingleSlot("slot1"),
                new EquippedBonus(new EquippedBonus.Template
                {
                    Bonuses = new Dictionary <string, int>
                    {
                        { "skill_stealth", 1 }
                    }
                })
            });

            Slot2Item0 = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new Item(new Item.Template
                {
                    StackType = StackType.None,
                    Size      = 1,
                    Weight    = 1,
                    Value     = 1
                }),
                Equipable.SingleSlot("slot2")
            });

            OccupiesSlotsItem = EntityManager.Create(new List <Component>
            {
                new GameObject(-1, -1, null),
                new Item(new Item.Template
                {
                    StackType = StackType.None,
                    Size      = 1,
                    Weight    = 1,
                    Value     = 1
                }),
                Equipable.MultipleSlots("slot1", "slot2"),
            });
        }
Example #5
0
        private static void InitArmors(EntityFactory ef)
        {
            #region Shoes
            ef.Inherits("shoes", "base_item",
                        new Sprite("SHOES", Sprite.ItemsLayer),
                        new Identifier("Shoes", "A pair of plain shoes."),
                        new Item(new Item.Template
            {
                Value     = 3500,
                Weight    = 20,
                Size      = 2,
                StackType = StackType.None,
            }),
                        Equipable.SingleSlot("Feet"),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 1,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Feet",
                                            50,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 2 },
                        { Combat.DamageTypes["crush"], 2 },
                        { Combat.DamageTypes["impale"], 2 },
                        { Combat.DamageTypes["pierce_small"], 2 },
                        { Combat.DamageTypes["pierce"], 2 },
                        { Combat.DamageTypes["pierce_large"], 2 },
                        { Combat.DamageTypes["pierce_huge"], 2 },
                        { Combat.DamageTypes["burn"], 2 },
                    })
                }
            }));

            ef.Inherits("sneakers", "shoes",
                        new Identifier("Sneakers", "A pair of sneakers."),
                        new Item(new Item.Template
            {
                Value     = 4000,
                Weight    = 17,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new EquippedBonus(new EquippedBonus.Template
            {
                Bonuses = new Dictionary <string, int>
                {
                    { "skill_stealth", 2 }
                }
            }));

            ef.Inherits("flipflop", "shoes",
                        new Identifier("Flip-flops", "A pair of thong flip-flops."),
                        new Item(new Item.Template
            {
                Value     = 3000,
                Weight    = 12,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new EquippedBonus(new EquippedBonus.Template
            {
                Bonuses = new Dictionary <string, int>
                {
//			                                                    {"skill_run", -5}
                }
            }));

            ef.Inherits("heels", "shoes",
                        new Identifier("Heels", "A pair of women's high heel shoes."),
                        new Item(new Item.Template
            {
                Value     = 9000,
                Weight    = 13,
                Size      = 2,
                StackType = StackType.None,
            }),
                        // reaction?  influence?  appearence?
                        new EquippedBonus(new EquippedBonus.Template
            {
                Bonuses = new Dictionary <string, int>
                {
//			                                                    {"skill_run", -10}
                }
            }));

            ef.Inherits("cleats", "sneakers",
                        new Identifier("Cleats", "A pair of atheltic shoes fitted with spiked cleats."),
                        new Item(new Item.Template
            {
                Value     = 5000,
                Weight    = 20,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new EquippedBonus(new EquippedBonus.Template
            {
                Bonuses = new Dictionary <string, int>
                {
                    { "skill_stealth", -2 }
                }
            }));

            ef.Inherits("boots", "shoes",
                        new Identifier("Boots", "A pair of good boots."),
                        new Item(new Item.Template
            {
                Value     = 2700,
                Weight    = 25,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 1,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Feet",
                                            65,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 7 },
                        { Combat.DamageTypes["crush"], 7 },
                        { Combat.DamageTypes["impale"], 7 },
                        { Combat.DamageTypes["pierce_small"], 5 },
                        { Combat.DamageTypes["pierce"], 5 },
                        { Combat.DamageTypes["pierce_large"], 6 },
                        { Combat.DamageTypes["pierce_huge"], 6 },
                        { Combat.DamageTypes["burn"], 7 },
                    })
                }
            }));

            ef.Inherits("ruggedboots", "base_item",
                        new Identifier("Rugged boots", "A pair of rugged work boots with a steel toe."),
                        new Item(new Item.Template
            {
                Value     = 8000,
                Weight    = 30,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 1,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Feet",
                                            70,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 9 },
                        { Combat.DamageTypes["crush"], 9 },
                        { Combat.DamageTypes["impale"], 9 },
                        { Combat.DamageTypes["pierce_small"], 9 },
                        { Combat.DamageTypes["pierce"], 9 },
                        { Combat.DamageTypes["pierce_large"], 9 },
                        { Combat.DamageTypes["pierce_huge"], 9 },
                        { Combat.DamageTypes["burn"], 9 },
                    })
                }
            }));

            #endregion

            #region Gloves
            ef.Inherits("gloves", "base_item",
                        new Sprite("GLOVES", Sprite.ItemsLayer),
                        new Identifier("Gloves", "A pair of normal gloves."),
                        new Item(new Item.Template
            {
                Value     = 3500,
                Weight    = 5,
                Size      = 1,
                StackType = StackType.None,
            }),
                        Equipable.SingleSlot("Hands"),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 1,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Hands",
                                            50,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 1 },
                        { Combat.DamageTypes["crush"], 1 },
                        { Combat.DamageTypes["impale"], 1 },
                        { Combat.DamageTypes["pierce_small"], 1 },
                        { Combat.DamageTypes["pierce"], 1 },
                        { Combat.DamageTypes["pierce_large"], 1 },
                        { Combat.DamageTypes["pierce_huge"], 1 },
                        { Combat.DamageTypes["burn"], 1 },
                    })
                }
            }));
            #endregion

            #region Pants

            ef.Inherits("pants", "base_item",
                        new Sprite("PANTS", Sprite.ItemsLayer),
                        new Identifier("Pants", "A pair of khaki pants."),
                        new Item(new Item.Template
            {
                Value     = 4000,
                Weight    = 15,
                Size      = 3,
                StackType = StackType.None,
            }),
                        Equipable.SingleSlot("Legs"),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 1,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Feet",
                                            50,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 1 },
                        { Combat.DamageTypes["crush"], 1 },
                        { Combat.DamageTypes["impale"], 1 },
                        { Combat.DamageTypes["pierce_small"], 1 },
                        { Combat.DamageTypes["pierce"], 1 },
                        { Combat.DamageTypes["pierce_large"], 1 },
                        { Combat.DamageTypes["pierce_huge"], 1 },
                        { Combat.DamageTypes["burn"], 1 },
                    })
                }
            }));

            ef.Inherits("skirt", "pants",
                        new Identifier("Skirt", "A short cotton skirt."),
                        new Item(new Item.Template
            {
                Value     = 5000,
                Weight    = 12,
                Size      = 3,
                StackType = StackType.None,
            }));

            ef.Inherits("jeans", "pants",
                        new Sprite("PANTS", Sprite.ItemsLayer),
                        new Identifier("Jeans", "A pair of blue jeans."),
                        new Item(new Item.Template
            {
                Value     = 5000,
                Weight    = 15,
                Size      = 3,
                StackType = StackType.None,
            }));
            #endregion

            #region Shirts
            ef.Inherits("shirt", "base_item",
                        new Sprite("SHIRT", Sprite.ItemsLayer),
                        new Identifier("Shirt", "A hawaiian shirt."),
                        new Item(new Item.Template
            {
                Value     = 2000,
                Weight    = 10,
                Size      = 11,
                StackType = StackType.None,
            }),
                        Equipable.SingleSlot("Torso"),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 1,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Torso",
                                            20,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 1 },
                        { Combat.DamageTypes["crush"], 1 },
                        { Combat.DamageTypes["impale"], 1 },
                        { Combat.DamageTypes["pierce_small"], 1 },
                        { Combat.DamageTypes["pierce"], 1 },
                        { Combat.DamageTypes["pierce_large"], 1 },
                        { Combat.DamageTypes["pierce_huge"], 1 },
                        { Combat.DamageTypes["burn"], 1 },
                    })
                }
            }));

            ef.Inherits("footballpads", "shirt",
                        new Sprite("FOOTBALL_SHOULDER_PADS", Sprite.ItemsLayer),
                        new Identifier("Football Shoulder Pads", "Shoulder pads for football players.  Jersey not included."),
                        new Item(new Item.Template
            {
                Value     = 5000,
                Weight    = 50,
                Size      = 11,
                StackType = StackType.None,
            }),
                        Equipable.MultipleSlots("Torso", "Arms"),
                        new ArmorComponent(
                            new ArmorComponent.Template
            {
                DonTime  = 10,
                Defenses = new List <ArmorComponent.Part>
                {
                    new ArmorComponent.Part("Torso",
                                            40,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 8 },
                        { Combat.DamageTypes["crush"], 15 },
                        { Combat.DamageTypes["impale"], 6 },
                        { Combat.DamageTypes["pierce_small"], 4 },
                        { Combat.DamageTypes["pierce"], 4 },
                        { Combat.DamageTypes["pierce_large"], 4 },
                        { Combat.DamageTypes["pierce_huge"], 4 },
                        { Combat.DamageTypes["burn"], 5 },
                    }),
                    new ArmorComponent.Part("Left Arm",
                                            30,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 5 },
                        { Combat.DamageTypes["crush"], 8 },
                        { Combat.DamageTypes["impale"], 5 },
                        { Combat.DamageTypes["pierce_small"], 4 },
                        { Combat.DamageTypes["pierce"], 4 },
                        { Combat.DamageTypes["pierce_large"], 4 },
                        { Combat.DamageTypes["pierce_huge"], 4 },
                        { Combat.DamageTypes["burn"], 4 },
                    }),
                    new ArmorComponent.Part("Right Arm",
                                            30,
                                            new Dictionary <DamageType, int>
                    {
                        { Combat.DamageTypes["true"], 0 },
                        { Combat.DamageTypes["cut"], 5 },
                        { Combat.DamageTypes["crush"], 8 },
                        { Combat.DamageTypes["impale"], 5 },
                        { Combat.DamageTypes["pierce_small"], 4 },
                        { Combat.DamageTypes["pierce"], 4 },
                        { Combat.DamageTypes["pierce_large"], 4 },
                        { Combat.DamageTypes["pierce_huge"], 4 },
                        { Combat.DamageTypes["burn"], 4 },
                    }),
                }
            }));
            #endregion
        }
Example #6
0
        private static void InitMelees(EntityFactory ef)
        {
            ef.Inherits("base_meleeweapon", "base_item",
                        new Sprite("WEAPON", Sprite.ItemsLayer),
                        Equipable.SingleSlot("Main Hand", "Off Hand"),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "hit",
                ActionDescriptionPlural = "hits",
                Skill       = "skill_unarmed",
                HitBonus    = 0,
                Damage      = Rand.Constant(-10),
                DamageType  = Combat.DamageTypes["crush"],
                Penetration = 1,
                AttackSpeed = World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 1,
                Parry       = -3
            }));

            ef.Inherits("base_2hmelee", "base_meleeweapon",
                        Equipable.MultipleSlots("Main Hand", "Off Hand"));

            ef.Inherits("largeknife", "base_meleeweapon",
                        //new Sprite("LARGE_KNIFE", Sprite.ITEMS_LAYER),
                        new Identifier("Knife, Large", "A large knife."),
                        new Item(
                            new Item.Template
            {
                Value     = 4000,
                Weight    = 10,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "slash",
                ActionDescriptionPlural = "slashes",
                Skill       = "skill_knife",
                HitBonus    = 0,
                Damage      = Rand.Constant(-5),
                DamageType  = Combat.DamageTypes["cut"],
                Penetration = 1,
                AttackSpeed = 1.1 * World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 6,
                Parry       = -1
            }));

            ef.Inherits("axe", "base_meleeweapon",
                        //new Sprite("AXE", Sprite.ITEMS_LAYER),
                        new Identifier("Axe", "An axe."),
                        new Item(
                            new Item.Template
            {
                Value     = 5000,
                Weight    = 40,
                Size      = 3,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "hack",
                ActionDescriptionPlural = "hacks",
                Skill       = "skill_axe",
                HitBonus    = 0,
                Damage      = Rand.Constant(10),
                DamageType  = Combat.DamageTypes["cut"],
                Penetration = 1,
                AttackSpeed = .9 * World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 11,
                Parry       = 0
            }));

            ef.Inherits("hatchet", "base_meleeweapon",
                        //new Sprite("HATCHET", Sprite.ITEMS_LAYER),
                        new Identifier("Hatchet", "A hatchet."),
                        new Item(
                            new Item.Template
            {
                Value     = 4000,
                Weight    = 20,
                Size      = 2,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "hack",
                ActionDescriptionPlural = "hacks",
                Skill       = "skill_axe",
                HitBonus    = 0,
                Damage      = Rand.Constant(0),
                DamageType  = Combat.DamageTypes["cut"],
                Penetration = 1,
                AttackSpeed = .92 * World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 8,
                Parry       = 0
            }));

            ef.Inherits("brassknuckles", "base_meleeweapon",
                        //new Sprite("BRASS_KNUCKLES", Sprite.ITEMS_LAYER),
                        new Identifier("Brass Knuckles"),
                        new Item(
                            new Item.Template
            {
                Value     = 1000,
                Weight    = 20,
                Size      = 1,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "punch",
                ActionDescriptionPlural = "punches",
                Skill       = "skill_unarmed",
                HitBonus    = 0,
                Damage      = Rand.Constant(0),
                DamageType  = Combat.DamageTypes["crush"],
                Penetration = 1,
                AttackSpeed = World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 0,
                Strength    = 1,
                Parry       = -1
            }));

            ef.Inherits("smallknife", "base_meleeweapon",
                        //new Sprite("SMALL_KNIFE", Sprite.ITEMS_LAYER),
                        new Identifier("Knife", "A knife."),
                        new Item(
                            new Item.Template
            {
                Value     = 3000,
                Weight    = 5,
                Size      = 1,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "jab",
                ActionDescriptionPlural = "jabs",
                Skill       = "skill_knife",
                HitBonus    = 0,
                Damage      = Rand.Constant(0),
                DamageType  = Combat.DamageTypes["impale"],
                Penetration = 1,
                AttackSpeed = 1.2 * World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 6,
                Parry       = -1
            }));

            ef.Inherits("club", "base_meleeweapon",
                        new Identifier("Club", "A good size club."),
                        new Item(new Item.Template
            {
                Value     = 3000,
                Weight    = 30,
                Size      = 3,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "club",
                ActionDescriptionPlural = "clubs",
                Skill       = "skill_axe",
                HitBonus    = 0,
                Damage      = Rand.Constant(7),
                DamageType  = Combat.DamageTypes["crush"],
                Penetration = 1,
                AttackSpeed = .92 * World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 10,
                Parry       = 0
            }));

            ef.Inherits("baseball_bat", "base_2hmelee",
                        new Identifier("Baseball bat", "A baseball bat."),
                        new Item(new Item.Template
            {
                Value     = 4000,
                Weight    = 40,
                Size      = 4,
                StackType = StackType.None,
            }),
                        new MeleeComponent(
                            new MeleeComponent.Template
            {
                ActionDescription       = "club",
                ActionDescriptionPlural = "clubs",
                Skill       = "skill_2haxe",
                HitBonus    = 0,
                Damage      = Rand.Constant(12),
                DamageType  = Combat.DamageTypes["crush"],
                Penetration = 1,
                AttackSpeed = .88 * World.OneSecondInSpeed,
                APToReady   = World.SecondsToActionPoints(1f),
                Reach       = 1,
                Strength    = 10,
                Parry       = 0
            }));
        }