public override Weapon DropWeapon() { Weapon wg = new Mace(); wg.Create(); return(wg); }
public void TestEquipToHand_EquippingOneHandedWeaponToAnEmptyHandWhenTheOtherHandHoldsAOneHandedWeapon() { int expectedItemCountInInventory = 0; Dictionary <Dungeons_and_Dragons.Attribute, int> dict = new Dictionary <Dungeons_and_Dragons.Attribute, int>(); dict.Add(Dungeons_and_Dragons.Attribute.Strength, 12); dict.Add(Dungeons_and_Dragons.Attribute.Dexterity, 15); dict.Add(Dungeons_and_Dragons.Attribute.Intelligence, 3); dict.Add(Dungeons_and_Dragons.Attribute.Wisdom, 18); dict.Add(Dungeons_and_Dragons.Attribute.Constitution, 17); dict.Add(Dungeons_and_Dragons.Attribute.Charisma, 9); int xp = 0; int hp = 3; Fighter fighter = new Fighter("Richard", Race.Human, dict, hp, xp); Sword sword = new Sword(); Mace mace = new Mace(); bool valSwordEquip = fighter.EquipToHand(sword, Hand.Right); Assert.IsTrue(valSwordEquip, "TEST1: It was expected equipping the sword to the right hand should return true"); Assert.AreEqual(sword, fighter.equippedInRightHand, "TEST2: It was expected that the sword should be equipped"); Assert.AreEqual(expectedItemCountInInventory, fighter.inventory.Count, "TEST3: It was expected that the fighter's inventory was empty"); bool valMaceEquip = fighter.EquipToHand(mace, Hand.Left); Assert.IsTrue(valMaceEquip, "TEST4: It was expected equipping the mace to the left hand should return true"); Assert.AreEqual(mace, fighter.equippedInLeftHand, "TEST5: It was expected that the mace should be equipped in the left hand"); Assert.AreEqual(sword, fighter.equippedInRightHand, "TEST6: It was expected that the sword should be equipped in the right hand"); Assert.AreEqual(expectedItemCountInInventory, fighter.inventory.Count, "TEST7: It was expected that the fighter's inventory was empty"); }
/// <inheritdoc /> public Weapon Convert(ItemDTO value, object state) { var entity = new Mace(); this.Merge(entity, value, state); return(entity); }
protected override void OnFixedUpdate(float timeMult) { base.OnFixedUpdate(timeMult); if (frozenTimeLeft > 0) { return; } switch (state) { case StateWalking1: { if (stateTime <= 0f) { FollowNearestPlayer(StateWalking2, 16); } else if (!CanMoveToPosition(speedX, 0)) { IsFacingLeft ^= true; speedX = -speedX; } break; } case StateWalking2: { if (stateTime <= 0f) { speedX = 0f; PlaySound("AttackStart"); state = StateTransition; SetAnimation(AnimState.Idle); SetTransition((AnimState)1073741824, false, delegate { currentMace = new Mace(); currentMace.OnActivated(new ActorActivationDetails { Api = api, Pos = Transform.Pos }); api.AddActor(currentMace); SetTransition((AnimState)1073741825, false, delegate { state = StateAttacking; stateTime = 10f; }); }); } else if (!CanMoveToPosition(speedX, 0)) { speedX = 0; SetAnimation(AnimState.Idle); } break; } } stateTime -= timeMult; }
public override void OnDestroyed() { if (currentMace != null) { levelHandler.RemoveActor(currentMace); currentMace = null; } }
protected override void OnDeactivated(ShutdownContext context) { if (currentMace != null) { api.RemoveActor(currentMace); currentMace = null; } }
public override void InitOutfit() { Name = "Luthor Yorkshire"; Body = 400; Female = false; Race = Race.Human; Hue = 33815; HairItemID = 8261; HairHue = 1149; FacialHairItemID = 8257; FacialHairHue = 1149; SetStr(95); SetDex(72); SetInt(31); SetSkill(SkillName.ArmsLore, 64.0, 100.0); SetSkill(SkillName.Fencing, 45.0, 68.0); SetSkill(SkillName.Macing, 87.2, 95.3); SetSkill(SkillName.Parry, 61.0, 93.0); SetSkill(SkillName.Swords, 45.0, 68.0); SetSkill(SkillName.Tactics, 60.0, 83.0); PackGold(48, 96); AddItem(new HeavyBoots()); LeatherArms arms = new LeatherArms(); arms.Movable = true; AddItem(arms); RingmailChest chest = new RingmailChest(); chest.Movable = true; AddItem(chest); LeatherGorget gorget = new LeatherGorget(); gorget.Movable = true; AddItem(gorget); LeatherLegs legs = new LeatherLegs(); legs.Movable = true; AddItem(legs); Mace weapon = new Mace(); weapon.Movable = true; weapon.Quality = WeaponQuality.Exceptional; AddItem(weapon); }
public FireGolem() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4) { Name = "a fire golem"; Body = 196; Hue = 1161; // +100 to Stats SetStr(351, 450); // Golem 251~350 SetDex(176, 200); // Golem 76~100 SetInt(201, 250); // Golem 101~150 // +200HP SetHits(351, 510); // Golem 151~210 // +2 Damage SetDamage(15, 26); // Golem 13~24 SetDamageType(ResistanceType.Physical, 0); // Golem 100 SetDamageType(ResistanceType.Fire, 100); // Golem 100 // +10 Min Resists, immune to fire, weak vs cold. SetResistance(ResistanceType.Physical, 45, 55); // Golem 35~55 SetResistance(ResistanceType.Fire, 100); // Golem 50~60 SetResistance(ResistanceType.Cold, -50); // Golem 10~30 SetResistance(ResistanceType.Poison, 20, 25); // Golem 10~25 SetResistance(ResistanceType.Energy, 40); // Golem 30~40 // +30 Min to Starting Skills. SetSkill(SkillName.MagicResist, 150.1, 190.0); // Golem 150.1~190.0 SetSkill(SkillName.Tactics, 90.1, 100.0); // Golem 60.1~100.0 SetSkill(SkillName.Wrestling, 90.1, 100.0); // Golem 60.1~100.0 SetSkill(SkillName.Macing, 90.1, 100.0); Fame = 10; Karma = 10; ControlSlots = 3; Mace mace = new Mace(); mace.WeaponAttributes.HitFireArea = 25; mace.WeaponAttributes.HitFireball = 25; EquipItem(mace); mace.Movable = false; MinAuraDelay = 5; MaxAuraDelay = 15; MinAuraDamage = 15; MaxAuraDamage = 25; AuraRange = 3; AuraType = ResistanceType.Fire; }
public Weapons[] InitWeapons() { Weapons[] wepArr = new Weapons[6]; wepArr[0] = new Dagger(); wepArr[1] = new CrossBow(); wepArr[2] = new Mace(); wepArr[3] = new MorningStar(); wepArr[4] = new Longsword(); wepArr[5] = new BattleAxe(); return(wepArr); }
public override void EquipItem(Unit unit) { itemModel = GameObject.Instantiate(GameAssets.i.MaceModel, unit.mainHandSlot); itemModel.transform.position = unit.mainHandSlot.position; Mace weapon = unit.gameObject.AddComponent <Mace>(); weapon.owner = unit.gameObject.GetComponent <TacticsMovement>(); weapon.weaponData = this; unit.mainWeapon = weapon; //not sure what we're gonna do when they have TWO shortswords. Animator animator = weapon.owner.rig.gameObject.GetComponent <Animator>(); animator.runtimeAnimatorController = GameAssets.i.OneHanded as RuntimeAnimatorController; //Will have to have an amendment when we get off hand weapons. }
public void TestEquipToHand_EquippingTwoHandWeaponWhenBothHandsAreHoldingWeapons() { int expectedItemCountInInventory = 0; int expectedItemCountInInventoryAfterTheSwap = 2; Dictionary <Dungeons_and_Dragons.Attribute, int> dict = new Dictionary <Dungeons_and_Dragons.Attribute, int>(); dict.Add(Dungeons_and_Dragons.Attribute.Strength, 12); dict.Add(Dungeons_and_Dragons.Attribute.Dexterity, 15); dict.Add(Dungeons_and_Dragons.Attribute.Intelligence, 3); dict.Add(Dungeons_and_Dragons.Attribute.Wisdom, 18); dict.Add(Dungeons_and_Dragons.Attribute.Constitution, 17); dict.Add(Dungeons_and_Dragons.Attribute.Charisma, 9); int xp = 0; int hp = 3; Fighter fighter = new Fighter("Richard", Race.Human, dict, hp, xp); Mace mace = new Mace(); Spear spear = new Spear(); TwoHandedSword twoHandedSword = new TwoHandedSword(); bool valMaceEquip = fighter.EquipToHand(mace, Hand.Right); bool valSpearEquip = fighter.EquipToHand(spear, Hand.Left); Assert.IsTrue(valMaceEquip, "TEST1: It was expected equipping the mace to the right hand should return true"); Assert.AreEqual(mace, fighter.equippedInRightHand, "TEST2: It was expected that the mace should be equipped to the right hand"); Assert.IsTrue(valSpearEquip, "TEST3: It was expected equipping the spear to the left hand should return true"); Assert.AreEqual(spear, fighter.equippedInLeftHand, "TEST4: It was expected that the spear should be equipped to the left hand"); Assert.AreEqual(expectedItemCountInInventory, fighter.inventory.Count, "TEST5: It was expected that the fighter's inventory was empty"); bool valSwordEquip = fighter.EquipToHand(twoHandedSword, Hand.Left); Assert.IsTrue(valSwordEquip, "TEST5: It was expected equipping the two hand sword should return true"); Assert.AreEqual(twoHandedSword, fighter.equippedInRightHand, "TEST6: It was expected that the two handed sword should be equipped in the right hand"); Assert.AreEqual(twoHandedSword, fighter.equippedInLeftHand, "TEST7: It was expected that the two handed sword should be equipped in the left hand"); Assert.AreEqual(expectedItemCountInInventoryAfterTheSwap, fighter.inventory.Count, "TEST8: It was expected that the fighter's inventory should contain 2 items"); Assert.AreEqual(mace, fighter.inventory[0], "TEST9: It was expected that the mace should be in the inventory"); Assert.AreEqual(spear, fighter.inventory[1], "TEST10: It was expected that the spear should be in the inventory"); }
public override void OnHandleCollision(ActorBase other) { base.OnHandleCollision(other); if (state == StateAttacking && stateTime <= 0f) { switch (other) { case Mace mace: { currentMace.DecreaseHealth(int.MaxValue); currentMace = null; PlaySound("AttackEnd"); SetTransition((AnimState)1073741826, false, delegate { FollowNearestPlayer(StateWalking1, MathF.Rnd.NextFloat(80, 160)); }); break; } } } }
public InternalBuyInfo() { Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0)); Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0)); Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0)); Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0)); Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0)); Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0)); Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0)); Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0)); Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0)); Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0)); Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0)); Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0)); Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0)); Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0)); Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0)); Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0)); Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0)); Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0)); Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0)); Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0)); Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0)); Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0)); Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0)); Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0)); Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0)); Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0)); Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0)); Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0)); Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0)); Add(new GenericBuyInfo("Bow", typeof(Bow), Bow.GetSBPurchaseValue(), 25, 0x13B2, 0)); Add(new GenericBuyInfo("Crossbow", typeof(Crossbow), Crossbow.GetSBPurchaseValue(), 25, 0xF50, 0)); Add(new GenericBuyInfo("Heavy Crossbow", typeof(HeavyCrossbow), HeavyCrossbow.GetSBPurchaseValue(), 25, 0x13FD, 0)); }
public InternalSellInfo() { Add(typeof(Dagger), Dagger.GetSBSellValue()); Add(typeof(Kryss), Kryss.GetSBSellValue()); Add(typeof(WarFork), WarFork.GetSBSellValue()); Add(typeof(ShortSpear), ShortSpear.GetSBSellValue()); Add(typeof(Pitchfork), Pitchfork.GetSBSellValue()); Add(typeof(Spear), Spear.GetSBSellValue()); Add(typeof(HammerPick), HammerPick.GetSBSellValue()); Add(typeof(WarAxe), WarAxe.GetSBSellValue()); Add(typeof(Mace), Mace.GetSBSellValue()); Add(typeof(Maul), Maul.GetSBSellValue()); Add(typeof(WarHammer), WarHammer.GetSBSellValue()); Add(typeof(WarMace), WarMace.GetSBSellValue()); Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue()); Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue()); Add(typeof(Cleaver), Cleaver.GetSBSellValue()); Add(typeof(Cutlass), Cutlass.GetSBSellValue()); Add(typeof(Katana), Katana.GetSBSellValue()); Add(typeof(Scimitar), Scimitar.GetSBSellValue()); Add(typeof(Broadsword), Broadsword.GetSBSellValue()); Add(typeof(Longsword), Longsword.GetSBSellValue()); Add(typeof(VikingSword), VikingSword.GetSBSellValue()); Add(typeof(Axe), Axe.GetSBSellValue()); Add(typeof(BattleAxe), BattleAxe.GetSBSellValue()); Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue()); Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue()); Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue()); Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue()); Add(typeof(Bardiche), Bardiche.GetSBSellValue()); Add(typeof(Halberd), Halberd.GetSBSellValue()); Add(typeof(Bow), Bow.GetSBSellValue()); Add(typeof(Crossbow), Crossbow.GetSBSellValue()); Add(typeof(HeavyCrossbow), HeavyCrossbow.GetSBSellValue()); }
public void TestEquipToHand_WhereWeaponIsUseableByACleric() { Dictionary <Dungeons_and_Dragons.Attribute, int> dict = new Dictionary <Dungeons_and_Dragons.Attribute, int>(); dict.Add(Dungeons_and_Dragons.Attribute.Strength, 12); dict.Add(Dungeons_and_Dragons.Attribute.Dexterity, 15); dict.Add(Dungeons_and_Dragons.Attribute.Intelligence, 3); dict.Add(Dungeons_and_Dragons.Attribute.Wisdom, 12); dict.Add(Dungeons_and_Dragons.Attribute.Constitution, 17); dict.Add(Dungeons_and_Dragons.Attribute.Charisma, 9); int xp = 0; int hp = 1; Cleric cleric = new Cleric("Fryer Ben", Race.Halfling, dict, hp, xp); Mace mace = new Mace(); Assert.IsNull(cleric.equippedInRightHand, "TEST1: It was expected that nothing should be equipped to the Cleric's right hand"); bool val = cleric.EquipToHand(mace, Hand.Right); Assert.IsTrue(val, "TEST2: It was expected equipping the mace to the right hand should return true"); Assert.AreEqual(mace, cleric.equippedInRightHand, "TEST3: It was expected that the mace should be equipped"); Assert.IsNull(cleric.equippedInLeftHand, "TEST4: It was expected that the left hand is empty"); }
public void NewLevel(Random random) { _level++; switch (_level) { case 1: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), }; WeaponInRoom = new Sword(this, GetRandomLocation(random)); break; case 2: Enemies = new List <Enemy>() { new Ghost(this, GetRandomLocation(random)), }; WeaponInRoom = new BluePotion(this, GetRandomLocation(random)); break; case 3: Enemies = new List <Enemy>() { new Ghost(this, GetRandomLocation(random)), }; WeaponInRoom = new Bow(this, GetRandomLocation(random)); break; case 4: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), new Ghost(this, GetRandomLocation(random)) }; if (WeaponInRoom.PickedUp) { WeaponInRoom = new BluePotion(this, GetRandomLocation(random)); } break; case 5: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), new Ghoul(this, GetRandomLocation(random)) }; WeaponInRoom = new RedPotion(this, GetRandomLocation(random)); break; case 6: Enemies = new List <Enemy>() { new Ghost(this, GetRandomLocation(random)), new Ghoul(this, GetRandomLocation(random)) }; WeaponInRoom = new Mace(this, GetRandomLocation(random)); break; case 7: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), new Ghost(this, GetRandomLocation(random)), new Ghoul(this, GetRandomLocation(random)), }; if (WeaponInRoom.PickedUp) { WeaponInRoom = new Sword(this, GetRandomLocation(random)); } break; case 8: Console.WriteLine("Finished"); Application.Exit(); break; } }
// Implement this method in a buddy class to set properties that are specific to 'Mace' (if any) partial void Merge(Mace entity, ItemDTO dto, object state);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static Item CreateMetalWeapon() { Item item = null; int nType = Utility.RandomMinMax(0, 41); switch (nType) { case 1: item = new Cutlass(); item.Name = "cutlass"; break; case 2: item = new Katana(); item.Name = "katana"; break; case 3: item = new Kryss(); item.Name = "kryss"; break; case 4: item = new Broadsword(); item.Name = "broadsword"; break; case 5: item = new Longsword(); item.Name = "longsword"; break; case 6: item = new ThinLongsword(); item.Name = "longsword"; break; case 7: item = new VikingSword(); item.Name = "barbarian sword"; break; case 8: item = new Scimitar(); item.Name = "scimitar"; break; case 9: item = new BoneHarvester(); item.Name = "sickle"; break; case 10: item = new CrescentBlade(); item.Name = "crescent blade"; break; case 11: item = new DoubleBladedStaff(); item.Name = "bladed staff"; break; case 12: item = new Lance(); item.Name = "lance"; break; case 13: item = new Pike(); item.Name = "pike"; break; case 14: item = new Scythe(); item.Name = "scythe"; break; case 15: item = new Dagger(); item.Name = "dagger"; break; case 16: item = new HammerPick(); item.Name = "hammer pick"; break; case 17: item = new Mace(); item.Name = "mace"; break; case 18: item = new Maul(); item.Name = "maul"; break; case 19: item = new WarHammer(); item.Name = "war hammer"; break; case 20: item = new WarMace(); item.Name = "war mace"; break; case 21: item = new ExecutionersAxe(); item.Name = "great axe"; break; case 22: item = new BattleAxe(); item.Name = "battle axe"; break; case 23: item = new TwoHandedAxe(); item.Name = "two-handed axe"; break; case 24: item = new Axe(); item.Name = "axe"; break; case 25: item = new DoubleAxe(); item.Name = "double axe"; break; case 26: item = new RoyalSword(); item.Name = "royal sword"; break; case 27: item = new LargeBattleAxe(); item.Name = "large battle axe"; break; case 28: item = new WarAxe(); item.Name = "war axe"; break; case 29: item = new Bardiche(); item.Name = "bardiche"; break; case 30: item = new Halberd(); item.Name = "halberd"; break; case 31: item = new Pitchfork(); item.Name = "trident"; break; case 32: item = new ShortSpear(); item.Name = "short spear"; break; case 33: item = new Spear(); item.Name = "spear"; break; case 34: item = new NoDachi(); item.Name = "no dachi"; break; case 35: item = new Wakizashi(); item.Name = "wakizashi"; break; case 36: item = new Tetsubo(); item.Name = "tetsubo"; break; case 37: item = new Lajatang(); item.Name = "lajatang"; break; case 38: item = new Daisho(); item.Name = "daisho"; break; case 39: item = new Tekagi(); item.Name = "tekagi"; break; case 40: item = new Kama(); item.Name = "kama"; break; case 41: item = new Sai(); item.Name = "sai"; break; } return(item); }
void FillStartInventory() { Sword SwordWeapon = new Sword { Skin = PictureSword, PlayerSkin = Player.Skin }; Bow BowWeapon = new Bow { Skin = PictureBow, PlayerSkin = Player.Skin }; Mace MazeWeapon = new Mace { Skin = PictureMace, PlayerSkin = Player.Skin }; Potion BluePotion = new Potion(Player, pictureBluePotion); BluePotion.Name = "BluePotion"; BluePotion.HealingEffect = 5; Potion RedPotion = new Potion(Player, pictureRedPotion); RedPotion.Name = "RedPotion"; RedPotion.HealingEffect = 3; RedPotion.Skin.Location = new Point(474, 194); BluePotion.Skin.Location = new Point(474, 44); Player.Inventory.Add(SwordWeapon); StuffOnGround.Add(BowWeapon); StuffOnGround.Add(MazeWeapon); StuffOnGround.Add(BluePotion); StuffOnGround.Add(RedPotion); Bat Bat = new Bat { Skin = PictureBat, Health = 6, Damage = 2, HealthMax = 6 }; Ghost Ghost = new Ghost { Skin = PictureGhost, Health = 8, Damage = 3, HealthMax = 8 }; Ghoul Ghoul = new Ghoul { Skin = PictureGhoul, Health = 10, Damage = 4, HealthMax = 10 }; AllEnemies.Add(Bat); AllEnemies.Add(Ghost); AllEnemies.Add(Ghoul); FillInventoryBox(); }
private static Item[] Range() { var items = new List <Item>(); switch (Dungeon.Depth) { case 6: Item item; if (Random.Int(2) == 0) { item = new Quarterstaff(); } else { item = new Spear(); } items.Add(item.Identify()); items.Add(new LeatherArmor().Identify()); items.Add(new SeedPouch()); items.Add(new Weightstone()); break; case 11: Item item1; if (Random.Int(2) == 0) { item1 = new Sword(); } else { item1 = new Mace(); } items.Add(item1.Identify()); items.Add(new MailArmor().Identify()); items.Add(new ScrollHolder()); items.Add(new Weightstone()); break; case 16: Item item3; if (Random.Int(2) == 0) { item3 = new Longsword(); } else { item3 = new BattleAxe(); } items.Add(item3.Identify()); items.Add(new ScaleArmor().Identify()); items.Add(new WandHolster()); items.Add(new Weightstone()); break; case 21: switch (Random.Int(3)) { case 0: items.Add(new Glaive().Identify()); break; case 1: items.Add(new WarHammer().Identify()); break; case 2: items.Add(new PlateArmor().Identify()); break; } items.Add(new Torch()); items.Add(new Torch()); break; } items.Add(new PotionOfHealing()); for (var i = 0; i < 3; i++) { items.Add(Generator.Random(Generator.Category.POTION)); } items.Add(new ScrollOfIdentify()); items.Add(new ScrollOfRemoveCurse()); items.Add(new ScrollOfMagicMapping()); items.Add(Generator.Random(Generator.Category.SCROLL)); items.Add(new OverpricedRation()); items.Add(new OverpricedRation()); items.Add(new Ankh()); var range = items.ToArray(); Random.Shuffle(range); return(range); }
public InternalSellInfo() { //Tools Add(typeof(Tongs), Tongs.GetSBSellValue()); Add(typeof(SmithHammer), SmithHammer.GetSBSellValue()); //Armor Add(typeof(RingmailHelm), RingmailHelm.GetSBSellValue()); Add(typeof(RingmailGorget), RingmailGorget.GetSBSellValue()); Add(typeof(RingmailArms), RingmailArms.GetSBSellValue()); Add(typeof(RingmailGloves), RingmailGloves.GetSBSellValue()); Add(typeof(RingmailChest), RingmailChest.GetSBSellValue()); Add(typeof(RingmailLegs), RingmailLegs.GetSBSellValue()); Add(typeof(ChainmailCoif), ChainmailCoif.GetSBSellValue()); Add(typeof(ChainmailGorget), ChainmailGorget.GetSBSellValue()); Add(typeof(ChainmailArms), ChainmailArms.GetSBSellValue()); Add(typeof(ChainmailGloves), ChainmailGloves.GetSBSellValue()); Add(typeof(ChainmailChest), ChainmailChest.GetSBSellValue()); Add(typeof(ChainmailLegs), ChainmailLegs.GetSBSellValue()); Add(typeof(PlateHelm), PlateHelm.GetSBSellValue()); Add(typeof(PlateGorget), PlateGorget.GetSBSellValue()); Add(typeof(PlateArms), PlateArms.GetSBSellValue()); Add(typeof(PlateGloves), PlateGloves.GetSBSellValue()); Add(typeof(PlateChest), PlateChest.GetSBSellValue()); Add(typeof(FemalePlateChest), FemalePlateChest.GetSBSellValue()); Add(typeof(PlateLegs), PlateLegs.GetSBSellValue()); Add(typeof(Bascinet), Bascinet.GetSBSellValue()); Add(typeof(CloseHelm), CloseHelm.GetSBSellValue()); Add(typeof(NorseHelm), NorseHelm.GetSBSellValue()); Add(typeof(Buckler), Buckler.GetSBSellValue()); Add(typeof(MetalShield), MetalShield.GetSBSellValue()); Add(typeof(BronzeShield), BronzeShield.GetSBSellValue()); Add(typeof(MetalKiteShield), MetalKiteShield.GetSBSellValue()); Add(typeof(HeaterShield), HeaterShield.GetSBSellValue()); //Weapons Add(typeof(Dagger), Dagger.GetSBSellValue()); Add(typeof(Kryss), Kryss.GetSBSellValue()); Add(typeof(WarFork), WarFork.GetSBSellValue()); Add(typeof(ShortSpear), ShortSpear.GetSBSellValue()); Add(typeof(Pitchfork), Pitchfork.GetSBSellValue()); Add(typeof(Spear), Spear.GetSBSellValue()); Add(typeof(HammerPick), HammerPick.GetSBSellValue()); Add(typeof(WarAxe), WarAxe.GetSBSellValue()); Add(typeof(Mace), Mace.GetSBSellValue()); Add(typeof(Maul), Maul.GetSBSellValue()); Add(typeof(WarHammer), WarHammer.GetSBSellValue()); Add(typeof(WarMace), WarMace.GetSBSellValue()); Add(typeof(ButcherKnife), ButcherKnife.GetSBSellValue()); Add(typeof(SkinningKnife), SkinningKnife.GetSBSellValue()); Add(typeof(Cleaver), Cleaver.GetSBSellValue()); Add(typeof(Cutlass), Cutlass.GetSBSellValue()); Add(typeof(Katana), Katana.GetSBSellValue()); Add(typeof(Scimitar), Scimitar.GetSBSellValue()); Add(typeof(Broadsword), Broadsword.GetSBSellValue()); Add(typeof(Longsword), Longsword.GetSBSellValue()); Add(typeof(VikingSword), VikingSword.GetSBSellValue()); Add(typeof(Axe), Axe.GetSBSellValue()); Add(typeof(BattleAxe), BattleAxe.GetSBSellValue()); Add(typeof(DoubleAxe), DoubleAxe.GetSBSellValue()); Add(typeof(ExecutionersAxe), ExecutionersAxe.GetSBSellValue()); Add(typeof(LargeBattleAxe), LargeBattleAxe.GetSBSellValue()); Add(typeof(TwoHandedAxe), TwoHandedAxe.GetSBSellValue()); Add(typeof(Bardiche), Bardiche.GetSBSellValue()); Add(typeof(Halberd), Halberd.GetSBSellValue()); }
protected override void OnUpdate() { base.OnUpdate(); if (frozenTimeLeft > 0) { return; } switch (state) { case StateWalking1: { if (stateTime <= 0f) { FollowNearestPlayer(StateWalking2, 16); } else if (!CanMoveToPosition(speedX, 0)) { IsFacingLeft ^= true; speedX = -speedX; } break; } case StateWalking2: { if (stateTime <= 0f) { speedX = 0f; PlaySound("AttackStart"); state = StateTransition; SetAnimation(AnimState.Idle); SetTransition((AnimState)1073741824, false, delegate { currentMace = new Mace(); currentMace.OnAttach(new ActorInstantiationDetails { Api = api, Pos = Transform.Pos }); api.AddActor(currentMace); SetTransition((AnimState)1073741825, false, delegate { state = StateAttacking; stateTime = 10f; }); }); } else if (!CanMoveToPosition(speedX, 0)) { speedX = 0; SetAnimation(AnimState.Idle); } break; } case StateAttacking: { if (stateTime <= 0f) { foreach (ActorBase collision in api.FindCollisionActors(this)) { Mace mace = collision as Mace; if (mace != null && mace == currentMace) { currentMace.DecreaseHealth(int.MaxValue); currentMace = null; PlaySound("AttackEnd"); SetTransition((AnimState)1073741826, false, delegate { FollowNearestPlayer(StateWalking1, MathF.Rnd.NextFloat(80, 160)); }); } } } break; } } stateTime -= Time.TimeMult; }
public void NewLevel(Random random) { level++; switch (level) { case 1: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)) }; WeaponInRoom = new Sword(this, GetRandomLocation(random)); break; case 2: Enemies = new List <Enemy>() { new Ghost(this, GetRandomLocation(random)) }; WeaponInRoom = new BluePotion(this, GetRandomLocation(random)); break; case 3: Enemies = new List <Enemy>() { new Ghoul(this, GetRandomLocation(random)) }; WeaponInRoom = new Bow(this, GetRandomLocation(random)); break; case 4: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), new Ghost(this, GetRandomLocation(random)) }; if (WeaponInRoom == Bow) { WeaponInRoom = new BluePotion(this, GetRandomLocation(random)); } else { WeaponInRoom = new Bow(this, GetRandomLocation(random)); } break; case 5: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), new Ghoul(this, GetRandomLocation(random)) }; WeaponInRoom = new RedPotion(this, GetRandomLocation(random)); break; case 6: Enemies = new List <Enemy>() { new Ghost(this, GetRandomLocation(random)), new Ghoul(this, GetRandomLocation(random)) }; WeaponInRoom = new Mace(this, GetRandomLocation(random)); break; case 7: Enemies = new List <Enemy>() { new Bat(this, GetRandomLocation(random)), new Ghost(this, GetRandomLocation(random)), new Ghoul(this, GetRandomLocation(random)) }; if (WeaponInRoom == Mace) { WeaponInRoom = new RedPotion(this, GetRandomLocation(random)); } else { WeaponInRoom = new Mace(this, GetRandomLocation(random)); } break; default: // end the game with Application.exit() break; } }
public override void OnAfterSpawn() { base.OnAfterSpawn(); Region reg = Region.Find(this.Location, this.Map); string World = Server.Misc.Worlds.GetMyWorld(this.Map, this.Location, this.X, this.Y); int clothColor = 0; int shieldType = 0; int helmType = 0; int cloakColor = 0; Item weapon = new VikingSword(); weapon.Delete(); if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Whisper") { clothColor = 0x96D; shieldType = 0x1B72; helmType = 0x140E; cloakColor = 0x972; weapon = new Longsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Glacial Hills") { clothColor = 0x482; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0x542; weapon = new Kryss(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Springvale") { clothColor = 0x595; shieldType = 0; helmType = 0x140E; cloakColor = 0x593; weapon = new Pike(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Elidor") { clothColor = 0x665; shieldType = 0x1B7B; helmType = 0x1412; cloakColor = 0x664; weapon = new Katana(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Islegem") { clothColor = 0x7D1; shieldType = 0; helmType = 0x140E; cloakColor = 0x7D6; weapon = new Spear(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Greensky Village") { clothColor = 0x7D7; shieldType = 0; helmType = 0x1412; cloakColor = 0x7DA; weapon = new Bardiche(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Dusk") { clothColor = 0x601; shieldType = 0x1B76; helmType = 0x140E; cloakColor = 0x600; weapon = new Cutlass(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Starguide") { clothColor = 0x751; shieldType = 0; helmType = 0x1412; cloakColor = 0x758; weapon = new BladedStaff(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Portshine") { clothColor = 0x847; shieldType = 0x1B7A; helmType = 0x140E; cloakColor = 0x851; weapon = new Mace(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Ranger Outpost") { clothColor = 0x598; shieldType = 0; helmType = 0x140E; cloakColor = 0x83F; weapon = new Spear(); } else if (World == "the Land of Lodoria") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Castle of Knowledge" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria City Park" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria Cemetery" ) { clothColor = 0x6E4; shieldType = 0x1BC4; helmType = 0x1412; cloakColor = 0x6E7; weapon = new Scimitar(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Lunar City of Dawn") { clothColor = 0x9C4; shieldType = 0x1B76; helmType = 0x140E; cloakColor = 0x9C4; weapon = new DiamondMace(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Town of Devil Guard" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Farmland of Devil Guard") { clothColor = 0x430; shieldType = 0; helmType = 0x140E; cloakColor = 0; weapon = new LargeBattleAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Moon") { clothColor = 0x8AF; shieldType = 0x1B72; helmType = 0x1412; cloakColor = 0x972; weapon = new Longsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Grey") { clothColor = 0; shieldType = 0; helmType = 0x140E; cloakColor = 0x763; weapon = new Halberd(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Montor") { clothColor = 0x96F; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0x529; weapon = new Broadsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Fawn") { clothColor = 0x59D; shieldType = 0; helmType = 0x140E; cloakColor = 0x59C; weapon = new DoubleAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Yew") { clothColor = 0x83C; shieldType = 0; helmType = 0x1412; cloakColor = 0x850; weapon = new Spear(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Iceclad Fisherman's Village" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Mountain Crest" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Glacial Coast Village") { clothColor = 0x482; shieldType = 0; helmType = 0x140E; cloakColor = 0x47E; weapon = new Bardiche(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Undercity of Umbra") { clothColor = 0x964; shieldType = 0x1BC3; helmType = 0x140E; cloakColor = 0x966; weapon = new BoneHarvester(); } else if (World == "the Island of Umber Veil") { clothColor = 0xA5D; shieldType = 0; helmType = 0x140E; cloakColor = 0x96D; weapon = new Halberd(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Kuldara") { clothColor = 0x965; shieldType = 0x1BC3; helmType = 0x140E; cloakColor = 0x845; weapon = new Maul(); } else if (World == "the Isles of Dread") { clothColor = 0x978; shieldType = 0; helmType = 0x2645; cloakColor = 0x973; weapon = new OrnateAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Barako") { clothColor = 0x515; shieldType = 0x1B72; helmType = 0x2645; cloakColor = 0x58D; weapon = new WarMace(); } else if (World == "the Savaged Empire") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Kurak" ) { clothColor = 0x515; shieldType = 0; helmType = 0x140E; cloakColor = 0x59D; weapon = new Spear(); } else if (World == "the Serpent Island") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Furnace" ) { clothColor = 0x515; shieldType = 0; helmType = 0x2FBB; cloakColor = 0; weapon = new Halberd(); } else // if ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Britain" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Castle Grounds" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "Lord British Castle" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Dungeons" ) { clothColor = 0x9C4; shieldType = 0x1BC4; helmType = 0x140E; cloakColor = 0x845; weapon = new VikingSword(); } weapon.Movable = false; ((BaseWeapon)weapon).MaxHitPoints = 1000; ((BaseWeapon)weapon).HitPoints = 1000; ((BaseWeapon)weapon).MinDamage = 500; ((BaseWeapon)weapon).MaxDamage = 900; AddItem(weapon); AddItem(new PlateChest()); if (World == "the Serpent Island") { AddItem(new RingmailArms()); } else { AddItem(new PlateArms()); } // FOR GARGOYLES AddItem(new PlateLegs()); AddItem(new PlateGorget()); AddItem(new PlateGloves()); AddItem(new Boots( )); if (helmType > 0) { PlateHelm helm = new PlateHelm(); helm.ItemID = helmType; helm.Name = "helm"; AddItem(helm); } if (shieldType > 0) { ChaosShield shield = new ChaosShield(); shield.ItemID = shieldType; shield.Name = "shield"; AddItem(shield); } MorphingTime.ColorMyClothes(this, clothColor); if (cloakColor > 0) { Cloak cloak = new Cloak(); cloak.Hue = cloakColor; AddItem(cloak); } Server.Misc.MorphingTime.CheckMorph(this); }
IEnumerator PlayerWait(Mace mace) { yield return null; playerJoint.connectedBody = PlayerController.instance.GetComponent<Rigidbody2D>(); mace.chainTransforms[3] = PlayerController.instance.transform; }
private MeleeWeapon ChangeWeapon(MeleeWeapon w) { MeleeWeapon n = null; if (w is Knuckles) { n = new Dagger(); } else if (w is Dagger) { n = new Knuckles(); } else if (w is Spear) { n = new Quarterstaff(); } else if (w is Quarterstaff) { n = new Spear(); } else if (w is Sword) { n = new Mace(); } else if (w is Mace) { n = new Sword(); } else if (w is Longsword) { n = new BattleAxe(); } else if (w is BattleAxe) { n = new Longsword(); } else if (w is Glaive) { n = new WarHammer(); } else if (w is WarHammer) { n = new Glaive(); } if (n == null) { return(null); } var level = w.level; if (level > 0) { n.Upgrade(level); } else if (level < 0) { n.Degrade(-level); } if (w.IsEnchanted) { n.Enchant(Weapon.Enchantment.Random()); } n.levelKnown = w.levelKnown; n.cursedKnown = w.cursedKnown; n.cursed = w.cursed; Journal.Remove(Journal.Feature.WELL_OF_TRANSMUTATION); return(n); }
static void PlayerChooseLoadout() { Render code = new Render(); Program code1 = new Program(); code.RenderPlayerChoosing(1); string info2 = Console.ReadLine(); int playerInput; try { playerInput = Int32.Parse(info2); } catch { Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } switch (playerInput) { case 1: player1.classType = "Warrior"; Console.WriteLine("Warrior it is..."); break; case 2: player1.classType = "Mage"; Console.WriteLine("Mage it is..."); break; case 3: player1.classType = "Rogue"; Console.WriteLine("Rogue it is..."); break; default: Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(2); string info = Console.ReadLine(); try { playerInput = Int32.Parse(info); } catch { Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } int weaponLevel = GetRandom(1, 5); ItemFactory code3 = new ItemFactory(); switch (playerInput) { case 1: Broadsword PlayerWeapon = new Broadsword("", weaponLevel); player1.EntityWeapon = PlayerWeapon; Console.WriteLine("Broadsword it is..."); break; case 2: Mace PlayerWeapon2 = new Mace("", weaponLevel); player1.EntityWeapon = PlayerWeapon2; Console.WriteLine("Mace it is..."); break; case 3: Daggers PlayerWeapon3 = new Daggers("", weaponLevel); player1.EntityWeapon = PlayerWeapon3; Console.WriteLine("Twin Daggers it is..."); break; case 4: Axe PlayerWeapon4 = new Axe("", weaponLevel); player1.EntityWeapon = PlayerWeapon4; Console.WriteLine("War Axe it is..."); break; case 5: Weapon PlayerWeapon5 = code3.CreateRandomWeapon(weaponLevel); player1.EntityWeapon = PlayerWeapon5; Console.WriteLine(player1.EntityWeapon.name + " it is..."); break; default: Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(3); string info1 = Console.ReadLine(); try { playerInput = Int32.Parse(info1); } catch { Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } int armorLevel = GetRandom(1, 5); switch (playerInput) { case 1: Chainmail PlayerArmor = new Chainmail("", armorLevel); player1.EntityArmor = PlayerArmor; Console.WriteLine("Chainmail it is..."); break; case 2: Leather PlayerArmor2 = new Leather("", armorLevel); player1.EntityArmor = PlayerArmor2; Console.WriteLine("Thick Leather it is..."); break; case 3: Cloth PlayerArmor3 = new Cloth("", armorLevel); player1.EntityArmor = PlayerArmor3; Console.WriteLine("Sleek Silken Thinking Cloth... is that even armor?"); break; case 4: Plate PlayerArmor4 = new Plate("", armorLevel); player1.EntityArmor = PlayerArmor4; Console.WriteLine("Plate it is..."); break; case 5: Armor PlayerArmor5 = code3.CreateRandomArmor(armorLevel); player1.EntityArmor = PlayerArmor5; Console.WriteLine(player1.EntityArmor.name + " it is..."); break; default: Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(4); string info3 = Console.ReadLine(); try { playerInput = Int32.Parse(info3); } catch { Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } int potionLevel = GetRandom(1, 5); switch (playerInput) { case 1: Health_Potion playerPotion = new Health_Potion("Health_Potion", potionLevel); player1.entityPotions.Add(playerPotion); Console.WriteLine("Health Potion it is..."); break; case 2: Fire_Potion playerPotion1 = new Fire_Potion("Fire_Potion", potionLevel); player1.entityPotions.Add(playerPotion1); Console.WriteLine("Fire Potion it is..."); break; default: Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } while (player1.entityPotions.Count < 4) { Potion empty = new Potion("Empty_Potion", player1.entityPotions.Count + 1); player1.entityPotions.Add(empty); } ColorWriter(ConsoleColor.Gray, "ready yourself, Gladiator...\n"); Thread.Sleep(1000); int howManyMonsters = GetRandom(1, 5); MonsterIntro(player1, howManyMonsters); }
public static void Weapon() { string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon"); int _weaponType = random.Next(1, 27); //26 weapons switch (_weaponType) { case 1: Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue); axe.WeaponAddToInventory(); break; case 2: BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); bastardSword.WeaponAddToInventory(); break; case 3: BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); battleAxe.WeaponAddToInventory(); break; case 4: Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); blade.WeaponAddToInventory(); break; case 5: BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadAxe.WeaponAddToInventory(); break; case 6: BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadSword.WeaponAddToInventory(); break; case 7: Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); claymore.WeaponAddToInventory(); break; case 8: Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); club.WeaponAddToInventory(); break; case 9: Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); dagger.WeaponAddToInventory(); break; case 10: Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); falchion.WeaponAddToInventory(); break; case 11: Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); flail.WeaponAddToInventory(); break; case 12: GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatAxe.WeaponAddToInventory(); break; case 13: GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatSword.WeaponAddToInventory(); break; case 14: LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); largeAxe.WeaponAddToInventory(); break; case 15: LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); longSword.WeaponAddToInventory(); break; case 16: Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); mace.WeaponAddToInventory(); break; case 17: Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); maul.WeaponAddToInventory(); break; case 19: MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); morningStar.WeaponAddToInventory(); break; case 20: Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); sabre.WeaponAddToInventory(); break; case 21: Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scimitar.WeaponAddToInventory(); break; case 22: ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); shortSword.WeaponAddToInventory(); break; case 23: SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); smallAxe.WeaponAddToInventory(); break; case 24: SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); spikedClub.WeaponAddToInventory(); break; case 25: TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); twoHandedSword.WeaponAddToInventory(); break; case 26: WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); warHammer.WeaponAddToInventory(); break; } }
public Item GetItem(int id) { Item nextItem; switch (id) { case 100: nextItem = new Mace(); return(nextItem); case 101: nextItem = new Dagger(); return(nextItem); case 102: nextItem = new Spear(); return(nextItem); case 103: nextItem = new Longsword(); return(nextItem); case 150: nextItem = new LeatherA(); return(nextItem); case 151: nextItem = new ChainMail(); return(nextItem); case 152: nextItem = new ScaleMail(); return(nextItem); case 153: nextItem = new BandedMail(); return(nextItem); case 154: nextItem = new PlateMail(); return(nextItem); case 200: nextItem = new Health_Potion(); return(nextItem); case 201: nextItem = new STR_Potion(); return(nextItem); case 202: nextItem = new DEF_Potion(); return(nextItem); case 250: nextItem = new Food(); return(nextItem); case 251: nextItem = new Scroll_Ident(); return(nextItem); case 252: nextItem = new Diamond(); return(nextItem); default: nextItem = new Mace(); return(nextItem); } }
public override void OnAfterSpawn() { base.OnAfterSpawn(); Region reg = Region.Find(this.Location, this.Map); string World = Server.Misc.Worlds.GetMyWorld(this.Map, this.Location, this.X, this.Y); int clothColor = 0; int shieldType = 0; int helmType = 0; int cloakColor = 0; Item weapon = new VikingSword(); weapon.Delete(); if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Whisper") { clothColor = 0x96D; shieldType = 0x1B72; helmType = 0x140E; cloakColor = 0x972; weapon = new Longsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Glacial Hills") { clothColor = 0xB70; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0xB7A; weapon = new Kryss(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Springvale") { clothColor = 0x595; shieldType = 0; helmType = 0x140E; cloakColor = 0x593; weapon = new Pike(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Elidor") { clothColor = 0x665; shieldType = 0x1B7B; helmType = 0x1412; cloakColor = 0x664; weapon = new Katana(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Islegem") { clothColor = 0x7D1; shieldType = 0; helmType = 0x140E; cloakColor = 0x7D6; weapon = new Spear(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Greensky Village") { clothColor = 0x7D7; shieldType = 0; helmType = 0x1412; cloakColor = 0x7DA; weapon = new Bardiche(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Dusk") { clothColor = 0x601; shieldType = 0x1B76; helmType = 0x140E; cloakColor = 0x600; weapon = new Cutlass(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Port of Starguide") { clothColor = 0x751; shieldType = 0; helmType = 0x1412; cloakColor = 0x758; weapon = new BladedStaff(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Portshine") { clothColor = 0x847; shieldType = 0x1B7A; helmType = 0x140E; cloakColor = 0x851; weapon = new Mace(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Ranger Outpost") { clothColor = 0x598; shieldType = 0; helmType = 0x140E; cloakColor = 0x83F; weapon = new Spear(); } else if (World == "the Land of Lodoria") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Castle of Knowledge" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria City Park" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Lodoria" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Lodoria Cemetery" ) { clothColor = 0x6E4; shieldType = 0x1BC4; helmType = 0x1412; cloakColor = 0x6E7; weapon = new Scimitar(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Lunar City of Dawn") { clothColor = 0x9C4; shieldType = 0; helmType = 11121; cloakColor = 0x9C4; weapon = new QuarterStaff(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Town of Devil Guard" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "The Farmland of Devil Guard") { clothColor = 0x430; shieldType = 0; helmType = 0x140E; cloakColor = 0; weapon = new LargeBattleAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Moon") { clothColor = 0x8AF; shieldType = 0x1B72; helmType = 0x1412; cloakColor = 0x972; weapon = new Longsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Grey") { clothColor = 0; shieldType = 0; helmType = 0x140E; cloakColor = 0x763; weapon = new Halberd(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Montor") { clothColor = 0x96F; shieldType = 0x1B74; helmType = 0x1412; cloakColor = 0x529; weapon = new Broadsword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Fawn") { clothColor = 0x59D; shieldType = 0; helmType = 0x140E; cloakColor = 0x59C; weapon = new DoubleAxe(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Yew") { clothColor = 0x83C; shieldType = 0; helmType = 0x1412; cloakColor = 0x850; weapon = new Spear(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Iceclad Fisherman's Village" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Town of Mountain Crest" || Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "Glacial Coast Village") { clothColor = 0x482; shieldType = 0; helmType = 0x140E; cloakColor = 0x47E; weapon = new Bardiche(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Undercity of Umbra") { clothColor = 0x964; shieldType = 0x1BC3; helmType = 0x140E; cloakColor = 0x966; weapon = new BoneHarvester(); } else if (World == "the Island of Umber Veil") { clothColor = 0xA5D; shieldType = 0; helmType = 0x140E; cloakColor = 0x96D; weapon = new Halberd(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the City of Kuldara") { clothColor = 0x965; shieldType = 0x1BC3; helmType = 0x140E; cloakColor = 0x845; weapon = new Maul(); } else if (World == "the Isles of Dread") { clothColor = 0x978; shieldType = 0x1B7A; helmType = 0; cloakColor = 0x973; weapon = new VikingSword(); } else if (Server.Misc.Worlds.GetRegionName(this.Map, this.Location) == "the Village of Barako") { clothColor = 0x515; shieldType = 0x1B72; helmType = 0x2645; cloakColor = 0x58D; weapon = new WarMace(); } else if (World == "the Savaged Empire") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Village of Kurak" ) { clothColor = 0x515; shieldType = 0; helmType = 0x140E; cloakColor = 0x59D; weapon = new Spear(); } else if (World == "the Serpent Island") // ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Furnace" ) { clothColor = 0x515; shieldType = 0; helmType = 0x2FBB; cloakColor = 0; weapon = new Halberd(); } else // if ( Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the City of Britain" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Castle Grounds" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "Lord British Castle" || Server.Misc.Worlds.GetRegionName( this.Map, this.Location ) == "the Britain Dungeons" ) { clothColor = 0x9C4; shieldType = 0x1BC4; helmType = 0x140E; cloakColor = 0x845; weapon = new VikingSword(); } weapon.Movable = false; ((BaseWeapon)weapon).MaxHitPoints = 1000; ((BaseWeapon)weapon).HitPoints = 1000; ((BaseWeapon)weapon).MinDamage = 500; ((BaseWeapon)weapon).MaxDamage = 900; AddItem(weapon); Item arms = new RingmailArms(); if (World == "the Serpent Island") { arms = new PlateArms(); } // FOR GARGOYLES Item tunic = new PlateChest(); Item legs = new PlateLegs(); Item neck = new PlateGorget(); Item hand = new PlateGloves(); Item foot = new Boots( ); if (World == "the Isles of Dread") { tunic.ItemID = 0x5652; tunic.Name = "tunic"; if (this.Female) { tunic.ItemID = 0x563E; Utility.AssignRandomHair(this); } else { Utility.AssignRandomHair(this); FacialHairItemID = Utility.RandomList(0, 8254, 8255, 8256, 8257, 8267, 8268, 8269); } this.HairHue = 0x455; this.FacialHairHue = 0x455; arms.ItemID = 22093; arms.Name = "sleeves"; legs.ItemID = 7176; legs.Name = "skirt"; neck.ItemID = 0x5650; neck.Name = "amulet"; hand.ItemID = 0x564E; hand.Name = "gloves"; foot.ItemID = 5901; foot.Name = "sandals"; } else if (World == "the Moon of Luna") { tunic.ItemID = 7939; tunic.Name = "robe"; if (this.Female) { Utility.AssignRandomHair(this); } else { Utility.AssignRandomHair(this); FacialHairItemID = Utility.RandomList(0, 8254, 8255, 8256, 8257, 8267, 8268, 8269); } this.HairHue = Utility.RandomHairHue(); this.FacialHairHue = this.HairHue; arms.ItemID = 22093; arms.Name = "sleeves"; legs.ItemID = 7176; legs.Name = "skirt"; neck.ItemID = 0x5650; neck.Name = "amulet"; hand.ItemID = 0x564E; hand.Name = "gloves"; foot.ItemID = 5901; foot.Name = "sandals"; } AddItem(tunic); AddItem(arms); AddItem(legs); AddItem(neck); AddItem(hand); AddItem(foot); if (helmType > 0) { PlateHelm helm = new PlateHelm(); helm.ItemID = helmType; helm.Name = "helm"; if (helmType == 11121) { helm.Name = "hood"; } AddItem(helm); } if (shieldType > 0) { ChaosShield shield = new ChaosShield(); shield.ItemID = shieldType; shield.Name = "shield"; AddItem(shield); } MorphingTime.ColorMyClothes(this, clothColor); if (cloakColor > 0) { Cloak cloak = new Cloak(); cloak.Hue = cloakColor; AddItem(cloak); } Server.Misc.MorphingTime.CheckMorph(this); if (Utility.RandomBool() && !Server.Misc.Worlds.InBuilding(this) && this.Map != Map.SerpentIsland) { BaseMount mount = new EvilMount(); if (this.Map == Map.SavagedEmpire) { mount.Body = 0x11C; mount.ItemID = 0x3E92; mount.Hue = Utility.RandomList(0xB79, 0xB19, 0xAEF, 0xACE, 0xAB0); } else if (this.Map == Map.IslesDread) { mount.Body = 0xD5; mount.ItemID = 0x3EC5; if (Server.Misc.MyServerSettings.ClientVersion()) { mount.Body = 0x22; mount.ItemID = 34; if (Utility.RandomBool()) { mount.Body = 0xB1; mount.ItemID = 177; } } else { mount.Hue = Utility.RandomList(0xAB1, 0xAC0, 0x92B); } } else { mount.Body = 0xE2; mount.ItemID = 0x3EA0; if (Server.Misc.MyServerSettings.ClientVersion()) { mount.ItemID = 594; } else { mount.Hue = Utility.RandomList(0, 0, 0, 0, 0, 0x780, 0x781, 0x782, 0x783, 0x8FD, 0x8FE, 0x8FF, 0x900, 0x901, 0x902, 0x903, 0x904, 0x905, 0x906, 0x907, 0x908, Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue(), Utility.RandomNeutralHue()); } } Server.Mobiles.BaseMount.Ride(mount, this); } }
public InternalBuyInfo() { //Tools Add(new GenericBuyInfo("Tongs", typeof(Tongs), Tongs.GetSBPurchaseValue(), 50, 0xFBB, 0)); Add(new GenericBuyInfo("Smith's Hammer", typeof(SmithHammer), SmithHammer.GetSBPurchaseValue(), 50, 0x13E3, 0)); //Armor Add(new GenericBuyInfo("Ringmail Helm", typeof(RingmailHelm), RingmailHelm.GetSBPurchaseValue(), 25, 5131, 0)); Add(new GenericBuyInfo("Ringmail Gorget", typeof(RingmailGorget), RingmailGorget.GetSBPurchaseValue(), 25, 5078, 1812)); Add(new GenericBuyInfo("Ringmail Arms", typeof(RingmailArms), RingmailArms.GetSBPurchaseValue(), 25, 0x13EE, 0)); Add(new GenericBuyInfo("Ringmail Gloves", typeof(RingmailGloves), RingmailGloves.GetSBPurchaseValue(), 25, 0x13eb, 0)); Add(new GenericBuyInfo("Ringmail Chest", typeof(RingmailChest), RingmailChest.GetSBPurchaseValue(), 25, 0x13ec, 0)); Add(new GenericBuyInfo("Ringmail Legs", typeof(RingmailLegs), RingmailLegs.GetSBPurchaseValue(), 25, 0x13F0, 0)); Add(new GenericBuyInfo("Chainmail Coif", typeof(ChainmailCoif), ChainmailCoif.GetSBPurchaseValue(), 25, 0x13BB, 0)); Add(new GenericBuyInfo("Chainmail Gorget", typeof(ChainmailGorget), ChainmailGorget.GetSBPurchaseValue(), 25, 5063, 2500)); Add(new GenericBuyInfo("Chainmail Arms", typeof(ChainmailArms), ChainmailArms.GetSBPurchaseValue(), 25, 5103, 2500)); Add(new GenericBuyInfo("Chainmail Gloves", typeof(ChainmailGloves), ChainmailGloves.GetSBPurchaseValue(), 25, 5106, 2500)); Add(new GenericBuyInfo("Chainmail Chest", typeof(ChainmailChest), ChainmailChest.GetSBPurchaseValue(), 25, 0x13BF, 0)); Add(new GenericBuyInfo("Chainmail Legs", typeof(ChainmailLegs), ChainmailLegs.GetSBPurchaseValue(), 25, 0x13BE, 0)); Add(new GenericBuyInfo("Platemail Helm", typeof(PlateHelm), PlateHelm.GetSBPurchaseValue(), 25, 0x1412, 0)); Add(new GenericBuyInfo("Platemail Gorget", typeof(PlateGorget), PlateGorget.GetSBPurchaseValue(), 25, 0x1413, 0)); Add(new GenericBuyInfo("Platemail Arms", typeof(PlateArms), PlateArms.GetSBPurchaseValue(), 25, 0x1410, 0)); Add(new GenericBuyInfo("Platemail Gloves", typeof(PlateGloves), PlateGloves.GetSBPurchaseValue(), 25, 0x1414, 0)); Add(new GenericBuyInfo("Platemail PlateChest", typeof(PlateChest), PlateChest.GetSBPurchaseValue(), 25, 0x1415, 0)); Add(new GenericBuyInfo("Female Plate Chest", typeof(FemalePlateChest), FemalePlateChest.GetSBPurchaseValue(), 25, 7173, 0)); Add(new GenericBuyInfo("Platemail Legs", typeof(PlateLegs), PlateLegs.GetSBPurchaseValue(), 25, 0x1411, 0)); Add(new GenericBuyInfo("Bascinet", typeof(Bascinet), Bascinet.GetSBPurchaseValue(), 25, 5132, 0)); Add(new GenericBuyInfo("Close Helm", typeof(CloseHelm), CloseHelm.GetSBPurchaseValue(), 25, 5129, 0)); Add(new GenericBuyInfo("Norse Helm", typeof(NorseHelm), NorseHelm.GetSBPurchaseValue(), 25, 5135, 0)); Add(new GenericBuyInfo("Buckler", typeof(Buckler), Buckler.GetSBPurchaseValue(), 25, 0x1B73, 0)); Add(new GenericBuyInfo("Metal Shield", typeof(MetalShield), MetalShield.GetSBPurchaseValue(), 25, 0x1B7B, 0)); Add(new GenericBuyInfo("Bronze Shield", typeof(BronzeShield), BronzeShield.GetSBPurchaseValue(), 25, 0x1B72, 0)); Add(new GenericBuyInfo("Metal Kite Shield", typeof(MetalKiteShield), MetalKiteShield.GetSBPurchaseValue(), 25, 0x1B74, 0)); Add(new GenericBuyInfo("Heater Shield", typeof(HeaterShield), HeaterShield.GetSBPurchaseValue(), 25, 0x1B76, 0)); //Weapons Add(new GenericBuyInfo("Dagger", typeof(Dagger), Dagger.GetSBPurchaseValue(), 25, 0xF52, 0)); Add(new GenericBuyInfo("Kryss", typeof(Kryss), Kryss.GetSBPurchaseValue(), 25, 0x1401, 0)); Add(new GenericBuyInfo("War Fork", typeof(WarFork), WarFork.GetSBPurchaseValue(), 25, 0x1405, 0)); Add(new GenericBuyInfo("Short Spear", typeof(ShortSpear), ShortSpear.GetSBPurchaseValue(), 25, 0x1403, 0)); Add(new GenericBuyInfo("Pitchfork", typeof(Pitchfork), Pitchfork.GetSBPurchaseValue(), 25, 0xE87, 0)); Add(new GenericBuyInfo("Spear", typeof(Spear), Spear.GetSBPurchaseValue(), 25, 0xF62, 0)); Add(new GenericBuyInfo("Hammer Pick", typeof(HammerPick), HammerPick.GetSBPurchaseValue(), 25, 0x143D, 0)); Add(new GenericBuyInfo("War Axe", typeof(WarAxe), WarAxe.GetSBPurchaseValue(), 25, 0x13B0, 0)); Add(new GenericBuyInfo("Mace", typeof(Mace), Mace.GetSBPurchaseValue(), 25, 0xF5C, 0)); Add(new GenericBuyInfo("Maul", typeof(Maul), Maul.GetSBPurchaseValue(), 25, 0x143B, 0)); Add(new GenericBuyInfo("WarHammer", typeof(WarHammer), WarHammer.GetSBPurchaseValue(), 25, 0x1439, 0)); Add(new GenericBuyInfo("War Mace", typeof(WarMace), WarMace.GetSBPurchaseValue(), 25, 0x1407, 0)); Add(new GenericBuyInfo("Butcher Knife", typeof(ButcherKnife), ButcherKnife.GetSBPurchaseValue(), 25, 0x13F6, 0)); Add(new GenericBuyInfo("Skinning Knife", typeof(SkinningKnife), SkinningKnife.GetSBPurchaseValue(), 25, 0xEC4, 0)); Add(new GenericBuyInfo("Cleaver", typeof(Cleaver), Cleaver.GetSBPurchaseValue(), 25, 0xEC3, 0)); Add(new GenericBuyInfo("Cutlass", typeof(Cutlass), Cutlass.GetSBPurchaseValue(), 25, 0x1441, 0)); Add(new GenericBuyInfo("Katana", typeof(Katana), Katana.GetSBPurchaseValue(), 25, 0x13FF, 0)); Add(new GenericBuyInfo("Scimitar", typeof(Scimitar), Scimitar.GetSBPurchaseValue(), 25, 0x13B6, 0)); Add(new GenericBuyInfo("Broadsword", typeof(Broadsword), Broadsword.GetSBPurchaseValue(), 25, 0xF5E, 0)); Add(new GenericBuyInfo("Longsword", typeof(Longsword), Longsword.GetSBPurchaseValue(), 25, 0xF61, 0)); Add(new GenericBuyInfo("Viking Sword", typeof(VikingSword), VikingSword.GetSBPurchaseValue(), 25, 0x13B9, 0)); Add(new GenericBuyInfo("Axe", typeof(Axe), Axe.GetSBPurchaseValue(), 25, 0xF49, 0)); Add(new GenericBuyInfo("Battle Axe", typeof(BattleAxe), BattleAxe.GetSBPurchaseValue(), 25, 0xF47, 0)); Add(new GenericBuyInfo("Double Axe", typeof(DoubleAxe), DoubleAxe.GetSBPurchaseValue(), 25, 0xF4B, 0)); Add(new GenericBuyInfo("Executioner's Axe", typeof(ExecutionersAxe), ExecutionersAxe.GetSBPurchaseValue(), 25, 0xF45, 0)); Add(new GenericBuyInfo("Large Battle Axe", typeof(LargeBattleAxe), LargeBattleAxe.GetSBPurchaseValue(), 25, 0x13FB, 0)); Add(new GenericBuyInfo("Two-Handed Axe", typeof(TwoHandedAxe), TwoHandedAxe.GetSBPurchaseValue(), 25, 0x1443, 0)); Add(new GenericBuyInfo("Bardiche", typeof(Bardiche), Bardiche.GetSBPurchaseValue(), 25, 0xF4D, 0)); Add(new GenericBuyInfo("Halberd", typeof(Halberd), Halberd.GetSBPurchaseValue(), 25, 0x143E, 0)); }