public ArmorBrine(SceneGame world) : base(world) { Name = "Brine Armor"; Description = "It dehydrates on its own"; ColorMatrix salt = ColorMatrix.TwoColor(new Color(131, 137, 158), new Color(255, 255, 255)); Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_head3"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_double"), HeadColor = salt, BodyColor = salt, }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Overclock, 1)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Water.DamageRate, -0.5)); Skills.Add(new SkillSaltVolley()); }
public ArmorBone(SceneGame world) : base(world) { Name = "Bone Armor"; Description = "It rots on its own"; ColorMatrix bone = ColorMatrix.TwoColor(new Color(98, 23, 23), new Color(163, 163, 163)); Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_head5"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_double"), HeadColor = bone, BodyColor = bone, }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Undead, 1)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Dark.DamageRate, -0.5)); Skills.Add(new SkillBoneVolley()); }
public ArmorParis(SceneGame world) : base(world) { Name = "Paris Armor"; Description = "It corrodes on its own"; ColorMatrix paris = ColorMatrix.TwoColor(new Color(27, 82, 65), new Color(118, 231, 200)); Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_head2"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_double"), HeadColor = paris, BodyColor = paris, }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Overclock, 1)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Acid.DamageRate, -0.5)); Skills.Add(new SkillAcidVolley()); }
public ArmorTenmoku(SceneGame world) : base(world) { Name = "Tenmoku Armor"; Description = "It glazes on its own"; ColorMatrix tenmoku = ColorMatrix.TwoColor(new Color(89, 70, 55), new Color(114, 126, 141)); Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_head1"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_double"), HeadColor = tenmoku, BodyColor = tenmoku, }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Overclock, 1)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Earth.DamageRate, -0.5)); Skills.Add(new SkillPetrolVolley()); Skills.Add(new SkillOilBlast()); }
public ArmorSullen(SceneGame world) : base(world) { Name = "Sullen Armor"; Description = "It sinks on its own"; ColorMatrix sullen = ColorMatrix.TwoColor(new Color(95, 104, 122), new Color(125, 174, 173)); Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_head3"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_double"), HeadColor = sullen, BodyColor = sullen, }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Overclock, 1)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Water.DamageRate, -0.5)); Skills.Add(new SkillPoisonVolley()); }
public DeathKnight(SceneGame world) : base(world) { Name = "Death Knight"; Description = "Guardian of the fortress"; Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_skull"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_armor_knight"), HeadColor = ColorMatrix.TwoColor(new Color(129, 166, 0), new Color(237, 255, 106)), BodyColor = ColorMatrix.TwoColor(Color.Black, Color.SeaGreen), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 1200)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 40)); Effect.ApplyInnate(new EffectTrait(this, Trait.Undead)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Skills.Add(new SkillAttack()); Skills.Add(new SkillDrainTouch()); Skills.Add(new SkillDeathSword()); Skills.Add(new SkillBloodSword()); Skills.Add(new SkillIronMaiden()); Skills.Add(new SkillWarp()); }
public ArmorCrystal(SceneGame world) : base(world) { Name = "Crystal Armor"; Description = "It refracts on its own"; ColorMatrix crystal = ColorMatrix.TwoColor(new Color(154, 121, 223), new Color(206, 255, 253)); Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_head4"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_machine_double"), HeadColor = crystal, BodyColor = crystal, }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 400)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 5)); Effect.ApplyInnate(new EffectTrait(this, Trait.Overclock, 1)); Effect.ApplyInnate(new EffectStatPercent(this, Element.Thunder.DamageRate, -0.5)); Skills.Add(new SkillChainLightningVolley()); }
public Wallhach(SceneGame world) : base(world) { Name = "Wallhach"; Description = "Ancient minister of the end times"; Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_hood"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_armor"), HeadColor = ColorMatrix.TwoColor(new Color(233, 197, 50), new Color(255, 254, 213)), BodyColor = ColorMatrix.TwoColor(new Color(233, 197, 50), new Color(255, 254, 213)), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 1200)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 40)); Effect.ApplyInnate(new EffectFamily(this, Family.Boss)); //Skills.Add(new SkillAttack()); Skills.Add(new SkillPhalange()); Skills.Add(new SkillGeomancy()); Skills.Add(new SkillDeltaAttack()); Skills.Add(new SkillHeptablast()); Skills.Add(new SkillWedlock()); }
public Ctholoid(SceneGame world) : base(world) { Name = "Cthuloid"; Description = "Inhabitant of the dark underground caverns"; Render = new CreatureDirectionalRender() { Sprite = SpriteLoader.Instance.AddSprite("content/fish"), Color = ColorMatrix.TwoColor(Color.Black, Color.LightSeaGreen) }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 240)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 30)); Effect.ApplyInnate(new EffectFamily(this, Family.Fish)); Skills.Add(new SkillAttack()); Skills.Add(new SkillDive()); Skills.Add(new SkillChaosJaunt()); }
public SwampHag(SceneGame world) : base(world) { Name = "Swamp Hag"; Description = "A nice grandma to bake cookies from your entrails"; Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_hag"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_robe"), BodyColor = ColorMatrix.TwoColor(new Color(95, 61, 92), new Color(107, 139, 86)), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 250)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 30)); Skills.Add(new SkillHagsKnife()); Skills.Add(new SkillBoilTallow()); Skills.Add(new SkillTallowCurse()); Skills.Add(new SkillRaisePeatMummy()); Skills.Add(new SkillIgniteBog()); }
public BlastCannon(SceneGame world) : base(world) { Name = "Blast Cannon"; Description = "High Sentry"; Render = new CreatureDirectionalRender() { Sprite = SpriteLoader.Instance.AddSprite("content/cannon"), Color = ColorMatrix.TwoColor(Color.Black, Color.LightSeaGreen) }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectFamily(this, Family.Construct)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 600)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 25)); Effect.ApplyInnate(new EffectMovementType(this, MovementType.Stationary, 10)); Skills.Add(new SkillCannonShot()); }
public SkeletonRobe(SceneGame world) : base(world) { Name = "Skeleton"; Description = "Dread mummy"; Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_skull"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_robe"), BodyColor = ColorMatrix.TwoColor(new Color(69, 56, 37), new Color(223, 213, 198)), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 50)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 10)); Effect.ApplyInnate(new EffectTrait(this, Trait.Undead)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Skills.Add(new SkillDrainTouch2()); Skills.Add(new SkillAttack()); }
public PrettyLich(SceneGame world) : base(world) { Name = "Pretty Lich"; Description = "I AM BEAUTIFUL"; Render = new CreaturePaperdollRender() { Head = SpriteLoader.Instance.AddSprite("content/paperdoll_pretty_lich"), Body = SpriteLoader.Instance.AddSprite("content/paperdoll_robe"), BodyColor = ColorMatrix.TwoColor(new Color(69, 56, 37), new Color(198, 213, 223)), }; Mask.Add(Point.Zero); Effect.ApplyInnate(new EffectStat(this, Stat.HP, 50)); Effect.ApplyInnate(new EffectStat(this, Stat.Attack, 10)); Effect.ApplyInnate(new EffectTrait(this, Trait.Undead)); Effect.ApplyInnate(new EffectFamily(this, Family.Bloodless)); Skills.Add(new SkillDrainTouch2()); Skills.Add(new SkillAttack()); }
private IEnumerable <Wait> Shoot(Creature user, Tile tile, Point velocity) { Bullet bullet = new BulletTrail(user.World, SpriteLoader.Instance.AddSprite("content/bullet_wave2"), Vector2.Zero, ColorMatrix.TwoColor(Color.Blue, Color.PaleTurquoise), Color.DarkBlue, 0); Projectile projectile = new Projectile(bullet); projectile.ExtraEffects.Add(new ProjectileImpactAttack(BulletAttack)); projectile.ExtraEffects.Add(new ProjectileCollideSolid()); return(projectile.ShootStraight(user, tile, velocity, 3, MaxDistance)); }