Example #1
0
        public static int ReturnTownRunObjectSNO(TownRunBehavior type, Act act)
        {
            switch (type)
            {
                case TownRunBehavior.Stash:
                    return 130400;
                case TownRunBehavior.Sell:
                    switch (act)
                    {
                        case Act.A1:
                            return 178396;
                        case Act.A2:
                            return 180783;
                        case Act.A3:
                        case Act.A4:
                            return 181466;
                        case Act.A5:
                            return 309796;
                    }
                    break;
                case TownRunBehavior.Salvage:
                    return 195170;
                case TownRunBehavior.Gamble:
                    return 361241;
                case TownRunBehavior.Idenify:
                    return 297814;
                case TownRunBehavior.NephalemObelisk:
                    return 364715;
                case TownRunBehavior.NephalemNPC:
                    return 363744;
                case TownRunBehavior.Tyrael:
                    return 114622;
            }

            return -1;
        }
Example #2
0
        public static UIElement ReturnTownRunObjectDialogElement(TownRunBehavior type)
        {
            switch (type)
            {
                case TownRunBehavior.Stash:
                    return UIElements.StashWindow;
                case TownRunBehavior.Sell:
                    return UIElements.VendorWindow;
                case TownRunBehavior.Salvage:
                    return UIElements.SalvageWindow;
                case TownRunBehavior.Gamble:
                    return UI.Game.BloodShardVendorMainDialog;
                case TownRunBehavior.NephalemObelisk:
                    return UI.Game.NeaphlemObeliskDialog;
                case TownRunBehavior.Tyrael:
                    return UI.Game.Conversation_Selection_Dialog;
            }

            return null;
        }
        private static Vector3 ReturnMovementVector(TownRunBehavior type, Act act)
        {
            switch (type)
            {
                case TownRunBehavior.Salvage:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2958.418f, 2823.037f, 24.04533f);
                            else
                                return new Vector3(375.5075f, 563.1337f, 24.04533f);
                        case Act.A2:
                            return new Vector3(289.6358f, 232.1146f, 0.1f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(379.6096f, 415.6198f, 0.3321424f);
                        case Act.A5://x="538.4665" y="479.0026" z="2.620764" (new Vector3())
                            return new Vector3(560.1434f, 501.5706f, 2.685907f);
                    }
                    break;
                case TownRunBehavior.Sell:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2901.399f, 2809.826f, 24.04533f);
                            else
                                return new Vector3(320.8555f, 524.6776f, 24.04532f);
                        case Act.A2:
                            return new Vector3(295.2101f, 265.1436f, 0.1000002f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(418.9743f, 351.0592f, 0.1000005f);
                        case Act.A5:
                            return new Vector3(560.1434f, 501.5706f, 2.685907f);
                    }
                    break;
                case TownRunBehavior.Stash:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2967.146f, 2799.459f, 24.04533f);
                            else
                                return new Vector3(386.8494f, 524.2585f, 24.04533f);
                        case Act.A2:
                            return new Vector3(323.4543f, 228.5806f, 0.1f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(389.3798f, 390.7143f, 0.3321428f);
                        case Act.A5:
                            return new Vector3(510.6552f, 502.1889f, 2.620764f);
                    }
                    break;
                case TownRunBehavior.Gamble:
                    switch (act)
                    {
                        case Act.A1:
                            return new Vector3(376.3878f, 561.3141f, 24.04533f);
                        case Act.A2:
                            return new Vector3(334.8506f, 267.2392f, 0.1000038f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(458.5429f, 416.3311f, 0.2663189f);
                        case Act.A5:
                            return new Vector3(592.5067f, 535.6719f, 2.74532f);
                    }
                    break;
                case TownRunBehavior.Interaction:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2959.277f, 2811.887f, 24.04533f);
                            else
                                return new Vector3(386.6582f, 534.2561f, 24.04533f);
                        case Act.A2:
                            return new Vector3(299.5841f, 250.1721f, 0.1000036f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(403.7034f, 395.9311f, 0.5069602f);
                        case Act.A5:
                            return new Vector3(532.3179f, 521.8536f, 2.662077f);
                    }
                    break;
                case TownRunBehavior.Idenify:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2955.026f, 2817.4f, 24.04533f);
                            else
                                return new Vector3(372.3016f, 532.6918f, 24.04532f);
                        case Act.A2:
                            return new Vector3(326.9954f, 250.1623f, -0.3242276f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(398.9163f, 393.4324f, 0.3577437f);
                        case Act.A5:
                            return new Vector3(523.6658f, 525.9195f, 2.662077f);
                    }
                    break;
            }

            return Vector3.Zero;
        }
Example #4
0
        public static Vector3 ReturnTownRunMovementVector(TownRunBehavior type, Act act)
        {
            switch (type)
            {
                case TownRunBehavior.Salvage:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2958.418f, 2823.037f, 24.04533f);
                            else
                                return new Vector3(375.5075f, 563.1337f, 24.04533f);
                        case Act.A2:
                            return new Vector3(289.6358f, 232.1146f, 0.1f);
                        case Act.A3:
                        case Act.A4://x="332.819" y="423.1313" z="0.4986931" (new Vector3(332.819f,423.1313f,0.4986931f))
                            return new Vector3(379.6096f, 415.6198f, 0.3321424f);
                        case Act.A5://new Vector3(553.9642f,726.5281f,2.685907f
                            return new Vector3(553.9642f, 726.5281f, 2.685907f);

                    }
                    break;
                case TownRunBehavior.Sell:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2901.399f, 2809.826f, 24.04533f);
                            else
                                return new Vector3(432.1958f, 576.1534f, 24.04533f);
                        case Act.A2:
                            return new Vector3(295.2101f, 265.1436f, 0.1000002f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(418.9743f, 351.0592f, 0.1000005f);
                        case Act.A5:
                            return new Vector3(553.9642f, 726.5281f, 2.685907f);

                    }
                    break;
                case TownRunBehavior.Stash:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2967.146f, 2799.459f, 24.04533f);
                            else
                                return new Vector3(386.8494f, 524.2585f, 24.04533f);
                        case Act.A2:
                            return new Vector3(323.4543f, 228.5806f, 0.1f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(389.3798f, 390.7143f, 0.3321428f);
                        case Act.A5:
                            return new Vector3(512.3821f, 742.5602f, 2.620764f);

                    }
                    break;
                case TownRunBehavior.Gamble:
                    switch (act)
                    {
                        case Act.A1:
                            return new Vector3(376.3878f, 561.3141f, 24.04533f);
                        case Act.A2:
                            return new Vector3(334.8506f, 267.2392f, 0.1000038f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(458.5429f, 416.3311f, 0.2663189f);
                        case Act.A5:
                            return new Vector3(591.8649f, 775.5791f, 2.745319f);
                    }
                    break;
                case TownRunBehavior.Interaction:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2959.277f, 2811.887f, 24.04533f);
                            else
                                return new Vector3(386.6582f, 534.2561f, 24.04533f);
                        case Act.A2:
                            return new Vector3(299.5841f, 250.1721f, 0.1000036f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(403.7034f, 395.9311f, 0.5069602f);
                        case Act.A5:
                            return new Vector3(530.2519f, 754.901f, 2.660442f);
                    }
                    break;
                case TownRunBehavior.Idenify:
                    switch (act)
                    {
                        case Act.A1:
                            if (!FunkyGame.AdventureMode)
                                return new Vector3(2951.225f, 2790.428f, 24.04533f);
                            else
                                return new Vector3(370.4422f,518.99f,24.04533f);
                        case Act.A2:
                            return new Vector3(326.9954f, 250.1623f, -0.3242276f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(398.9163f, 393.4324f, 0.3577437f);
                        case Act.A5:
                            return new Vector3(507.2594f, 764.2841f, 2.662077f);
                    }
                    break;
                case TownRunBehavior.NephalemObelisk:
                    switch (act)
                    {
                        case Act.A1:
                            return new Vector3(374.0686f,585.5703f,24.04528f);
                        case Act.A2:
                            return new Vector3(349.6098f,264.5385f,0.09394981f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(459.3317f,391.8568f,0.392121f);
                        case Act.A5:
                            return new Vector3(597.6126f, 751.5252f, 2.691142f);
                    }
                    break;
                case TownRunBehavior.NephalemNPC:
                    switch (act)
                    {
                        case Act.A1:
                            return new Vector3(393.3318f, 578.995f, 24.04533f);
                        case Act.A2:
                            return new Vector3(352.2672f, 283.4064f, 0.1000038f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(449.1268f,405.3228f,0.1000005f);
                        case Act.A5:
                            return new Vector3(584.4866f, 759.4938f, 2.745319f);
                    }

                    break;
                case TownRunBehavior.Tyrael:
                    switch (act)
                    {
                        case Act.A1:
                            return new Vector3(413.7766f, 535.4052f, 24.04533f);
                        case Act.A2:
                            return new Vector3(310.9261f, 258.8002f, 0.1000038f);
                        case Act.A3:
                        case Act.A4:
                            return new Vector3(384.0193f, 426.917f, 0.3321455f);
                        case Act.A5:
                            return new Vector3(567.4546f, 742.364f, 2.685909f);
                    }

                    break;
            }

            return Vector3.Zero;
        }
Example #5
0
        public static Vector3 ReturnTownRunMovementVector(TownRunBehavior type, Act act)
        {
            switch (type)
            {
            case TownRunBehavior.Salvage:
                switch (act)
                {
                case Act.A1:
                    if (!FunkyGame.AdventureMode)
                    {
                        return(new Vector3(2958.418f, 2823.037f, 24.04533f));
                    }
                    else
                    {
                        return(new Vector3(375.5075f, 563.1337f, 24.04533f));
                    }

                case Act.A2:
                    return(new Vector3(289.6358f, 232.1146f, 0.1f));

                case Act.A3:
                case Act.A4:                                //x="332.819" y="423.1313" z="0.4986931" (new Vector3(332.819f,423.1313f,0.4986931f))
                    return(new Vector3(379.6096f, 415.6198f, 0.3321424f));

                case Act.A5:                                //new Vector3(553.9642f,726.5281f,2.685907f
                    return(new Vector3(553.9642f, 726.5281f, 2.685907f));
                }
                break;

            case TownRunBehavior.Sell:
                switch (act)
                {
                case Act.A1:
                    if (!FunkyGame.AdventureMode)
                    {
                        return(new Vector3(2901.399f, 2809.826f, 24.04533f));
                    }
                    else
                    {
                        return(new Vector3(320.8555f, 524.6776f, 24.04532f));
                    }

                case Act.A2:
                    return(new Vector3(295.2101f, 265.1436f, 0.1000002f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(418.9743f, 351.0592f, 0.1000005f));

                case Act.A5:
                    return(new Vector3(553.9642f, 726.5281f, 2.685907f));
                }
                break;

            case TownRunBehavior.Stash:
                switch (act)
                {
                case Act.A1:
                    if (!FunkyGame.AdventureMode)
                    {
                        return(new Vector3(2967.146f, 2799.459f, 24.04533f));
                    }
                    else
                    {
                        return(new Vector3(386.8494f, 524.2585f, 24.04533f));
                    }

                case Act.A2:
                    return(new Vector3(323.4543f, 228.5806f, 0.1f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(389.3798f, 390.7143f, 0.3321428f));

                case Act.A5:
                    return(new Vector3(512.3821f, 742.5602f, 2.620764f));
                }
                break;

            case TownRunBehavior.Gamble:
                switch (act)
                {
                case Act.A1:
                    return(new Vector3(376.3878f, 561.3141f, 24.04533f));

                case Act.A2:
                    return(new Vector3(334.8506f, 267.2392f, 0.1000038f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(458.5429f, 416.3311f, 0.2663189f));

                case Act.A5:
                    return(new Vector3(591.8649f, 775.5791f, 2.745319f));
                }
                break;

            case TownRunBehavior.Interaction:
                switch (act)
                {
                case Act.A1:
                    if (!FunkyGame.AdventureMode)
                    {
                        return(new Vector3(2959.277f, 2811.887f, 24.04533f));
                    }
                    else
                    {
                        return(new Vector3(386.6582f, 534.2561f, 24.04533f));
                    }

                case Act.A2:
                    return(new Vector3(299.5841f, 250.1721f, 0.1000036f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(403.7034f, 395.9311f, 0.5069602f));

                case Act.A5:
                    return(new Vector3(530.2519f, 754.901f, 2.660442f));
                }
                break;

            case TownRunBehavior.Idenify:
                switch (act)
                {
                case Act.A1:
                    if (!FunkyGame.AdventureMode)
                    {
                        return(new Vector3(2951.225f, 2790.428f, 24.04533f));
                    }
                    else
                    {
                        return(new Vector3(370.4422f, 518.99f, 24.04533f));
                    }

                case Act.A2:
                    return(new Vector3(326.9954f, 250.1623f, -0.3242276f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(398.9163f, 393.4324f, 0.3577437f));

                case Act.A5:
                    return(new Vector3(507.2594f, 764.2841f, 2.662077f));
                }
                break;

            case TownRunBehavior.NephalemObelisk:
                switch (act)
                {
                case Act.A1:
                    return(new Vector3(374.0686f, 585.5703f, 24.04528f));

                case Act.A2:
                    return(new Vector3(349.6098f, 264.5385f, 0.09394981f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(459.3317f, 391.8568f, 0.392121f));

                case Act.A5:
                    return(new Vector3(597.6126f, 751.5252f, 2.691142f));
                }
                break;

            case TownRunBehavior.NephalemNPC:
                switch (act)
                {
                case Act.A1:
                    return(new Vector3(393.3318f, 578.995f, 24.04533f));

                case Act.A2:
                    return(new Vector3(352.2672f, 283.4064f, 0.1000038f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(449.1268f, 405.3228f, 0.1000005f));

                case Act.A5:
                    return(new Vector3(584.4866f, 759.4938f, 2.745319f));
                }

                break;

            case TownRunBehavior.Tyrael:
                switch (act)
                {
                case Act.A1:
                    return(new Vector3(413.7766f, 535.4052f, 24.04533f));

                case Act.A2:
                    return(new Vector3(310.9261f, 258.8002f, 0.1000038f));

                case Act.A3:
                case Act.A4:
                    return(new Vector3(384.0193f, 426.917f, 0.3321455f));

                case Act.A5:
                    return(new Vector3(567.4546f, 742.364f, 2.685909f));
                }

                break;
            }

            return(Vector3.Zero);
        }