Example #1
0
        /// <summary>
        /// Removes associated stat bonuses
        /// </summary>
        /// <param name="Item">Item to remove</param>
        public void UnequipItem(Items.ItemEquip Item)
        {
            if (Item == null)
            {
                return;
            }
            //remove mainstats
            List <Items.ItemBonus> mains = Item.MainStats;

            if (mains?.Count != 0)
            {
                foreach (Items.ItemBonus b in mains)
                {
                    StatBonuses.Remove(b);
                }
            }
            //remove any item bonuses
            if (Item.Bonuses != null)
            {
                foreach (Items.ItemBonus b in Item.Bonuses)
                {
                    StatBonuses.Remove(b);
                }
            }
            //remove socket bonuses
            if (Item.SocketCount != 0)
            {
                for (int i = 0; i < Item.SocketCount; i++)
                {
                    StatBonuses.Remove(Item.Sockets[i].AddedEffect);
                }
            }
        }
Example #2
0
 /// <summary>
 /// Removes associated stat bonuses
 /// </summary>
 /// <param name="Item">Item to remove</param>
 public void UnequipItem(Items.ItemEquip Item)
 {
     if (Item == null)
     {
         return;
     }
     if (Item.Bonuses != null)
     {
         foreach (Items.ItemBonus b in Item.Bonuses)
         {
             StatBonuses.Remove(b);
         }
     }
 }
Example #3
0
 /// <summary>
 /// Applies the stat bonuses
 /// </summary>
 /// <param name="Item"></param>
 private void EquipItem(Items.ItemEquip Item)
 {
     if (!CanEquip(Item))
     {
         return;
     }
     if (Item != null && Item.Bonuses != null)
     {
         foreach (Items.ItemBonus b in Item.Bonuses)
         {
             StatBonuses.Add(b);
         }
     }
 }
Example #4
0
        /// <summary>
        /// Removes item from the corresponding equip slot
        /// </summary>
        /// <param name="Item">Item to remove - needed to undo stat bonuses</param>
        /// <param name="slot">Slot to remove from</param>
        public void UnequipItem(Items.ItemEquip Item, int slot)
        {
            if (slot >= 0 && slot < this.Equipment.Length)
            {
                this.Equipment[slot] = null;
                Tuple <string, Matrix> attach = GetEquipParent(slot);
                if (attach != null)
                {
                    this.Model.FindPart(attach.Item1).Children.Clear();

                    this.Model.Dirty = true;
                }
                this.UnequipItem(Item);
            }
        }
Example #5
0
 /// <summary>
 /// Places the item in player's equipment slot, if possible
 /// </summary>
 /// <param name="Item">Item to equip</param>
 /// <param name="slot">Slot</param>
 public void EquipItem(Items.ItemEquip Item, int slot)
 {
     if (slot >= 0 && slot < this.Equipment.Length)
     {
         this.Equipment[slot] = Item;
         Tuple <string, Matrix> attach = GetEquipParent(slot);
         if (attach != null)
         {
             GameModel.Model m = Item.GetModel();
             if (m != null)
             {
                 this.Model.FindPart(attach.Item1).Append(m.Children[0], attach.Item2);
                 this.Model.Dirty = true;
             }
         }
         this.EquipItem(Item);
     }
 }
Example #6
0
        public MapEntities.Actors.Monster GenerateOneMonster()
        {
            MapEntities.Actors.Monster monster = new MapEntities.Actors.Monster();
            monster.Model       = GameModel.ModelGeometryCompiler.LoadModel("default");
            monster.DisplayName = "monster. kill me please.";
            Vector3 pos = new Vector3(RNG.Next(63), 0, RNG.Next(63));

            monster.Position             = pos;
            monster.LeashRadius          = 30;
            monster.PrimaryLootRollCount = 2;
            monster.PrimaryLootTable     = new List <Tuple <int, Item> >();
            Items.ItemConsumable potA = new Items.ItemConsumable
            {
                Colour = new Color(200, 50, 0),
                Name   = "HP potion"
            };
            Items.ItemConsumable potB = new Items.ItemConsumable
            {
                Colour = new Color(0, 100, 200),
                Name   = "MP potion"
            };
            Items.Material  matA  = Items.Material.MaterialTemplates.GetRandomMaterial();
            Items.ItemEquip weapA = new Items.ItemEquip();

            BonusPool p = BonusPool.Load("heavy_0_10");

            weapA.Bonuses.Add(p.PickBonus());
            weapA.Bonuses.Add(p.PickBonus());
            weapA.SubType           = RNG.Next(0, 1) * 4;
            weapA.PrimaryMaterial   = Material.MaterialTemplates.GetRandomMaterial();
            weapA.SecondaryMaterial = Material.MaterialTemplates.GetRandomMaterial();
            monster.PrimaryLootTable.Add(new Tuple <int, Item>(5, potA));
            monster.PrimaryLootTable.Add(new Tuple <int, Item>(5, potB));
            monster.PrimaryLootTable.Add(new Tuple <int, Item>(1, matA));
            monster.PrimaryLootTable.Add(new Tuple <int, Item>(3, null));
            monster.PrimaryLootTable.Add(new Tuple <int, Item>(10, weapA));

            return(monster);
        }
Example #7
0
        /// <summary>
        /// Applies the stat bonuses
        /// </summary>
        /// <param name="Item"></param>
        private void EquipItem(Items.ItemEquip Item)
        {
            if (!CanEquip(Item))
            {
                return;
            }
            if (Item == null)
            {
                return;
            }
            //add mainstats as bonuses
            List <Items.ItemBonus> mains = Item.MainStats;

            if (mains?.Count != 0)
            {
                foreach (Items.ItemBonus b in mains)
                {
                    StatBonuses.Add(b);
                }
            }
            //add other bonuses
            if (Item.Bonuses != null)
            {
                foreach (Items.ItemBonus b in Item.Bonuses)
                {
                    StatBonuses.Add(b);
                }
            }
            //add any socket bonuses
            if (Item.SocketCount != 0)
            {
                for (int i = 0; i < Item.SocketCount; i++)
                {
                    StatBonuses.Add(Item.Sockets[i].AddedEffect);
                }
            }
        }
Example #8
0
 /// <summary>
 /// Checks if specific item can be equipped by the player (based on level, class etc)
 /// </summary>
 /// <param name="Item">Item to check</param>
 /// <returns></returns>
 public bool CanEquip(Items.ItemEquip Item)
 {
     //TODO actual requirement checking
     return(true);
 }