public EquipedItem(ParseEquippedItem parseItem) { UniqueItemId = parseItem.uniqueItemId; Level = parseItem.level; equipSlot = (EquipmentSlots)parseItem.slotIndex; LoadItem(); }
public NecromancerUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Vetna the Ever Living"; }
public DragonUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Fafir the Fiery"; }
public ExplosiveBarrel() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); this.Passive = true; }
public GoblinWitchdoctorUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Damastrals the Goblin Witchdoctor"; }
public RollingBomb() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); NormalSightRadius = 8; }
protected override void DoBehaviour(HashSet <GameObject> changedObjects) { //TODO: replace by closest player. Player player = GameWorld.Find(Player.LocalPlayerName) as Player; if (player.Tile.SeenBy.ContainsKey(this)) { bool ableToHit = AttackEvent.AbleToHit(this, player.Tile, Reach); if (ableToHit) { Attack(player); changedObjects.Add(player); int cost = BaseActionCost; if ((EquipmentSlots.Find("bodySlot") as RestrictedItemSlot).SlotItem != null) { cost = (int)(cost * ((EquipmentSlots.Find("bodySlot") as RestrictedItemSlot).SlotItem as BodyEquipment).WalkCostMod); } actionPoints -= cost; } else { GoTo(changedObjects, player); } } else { Idle(); } }
public EquipedItem(string id, int lvl, RPGArmor armor) { UniqueItemId = id; Level = lvl; equipSlot = armor.EquipmentSlotIndex; rpgArmor = armor; }
public MaleficarumUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Alcelchior the Thrice Damned"; }
public HeavyTurret() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); NormalSightRadius = 10; }
public EquipedItem(string id, int lvl, EquipmentSlots slot) { UniqueItemId = id; Level = lvl; equipSlot = slot; LoadItem(); }
public void EquipBodyPart(string objectpath, EquipmentSlots slot) { switch (slot) { case EquipmentSlots.Head: SpawnHead(objectpath); break; case EquipmentSlots.Body: SpawnBody(objectpath); break; case EquipmentSlots.ArmL: SpawnArmL(objectpath); break; case EquipmentSlots.ArmR: SpawnArmR(objectpath); break; case EquipmentSlots.Legs: SpawnLegs(objectpath); break; } }
public GhoulUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Terrance the Brick"; }
private static void unequipItem(Equipment item, EquipmentSlots slot) { equippedItems.Remove(item); setToNull(slot); inventory.Add(item); }
public void EquipPC(PlayerCharacter pc, Item item, string slotName) { EquipmentSlot slot; if (item != null) { var validSlots = GetValidSlots(item); slot = validSlots.FirstOrDefault( x => x.Name.Equals(slotName, StringComparison.OrdinalIgnoreCase)) ?? throw new InvalidOperationException($"Item {item.Name} is of type {item.ItemType} and cannot be equipped in slot {slotName}"); Inventory.Remove(item); } else { slot = EquipmentSlots.FirstOrDefault(x => x.Name.Equals(slotName, StringComparison.OrdinalIgnoreCase)) ?? throw new ArgumentException($"Slot {slotName} does not exist."); } var existing = pc.Equipment[slot.Name]; pc.Equipment[slot.Name] = item; if (existing != null) { Inventory.Add(existing); } }
public InventoryWrapper(List <EquipmentEquipped> gear, EquipmentSlots upgrades) { Equipment = gear; Stats = new List <InventoryStats>(); TotalEnchant = new Dictionary <string, double>(); foreach (var x in gear) { var temp = new InventoryStats(x, upgrades); Stats.Add(temp); TotalTotalStats += temp.TotalStats; TotalDamage += temp.Damage; TotalDefense += temp.Defense; TotalStrength += temp.Strength; TotalHealth += temp.Health; TotalAgility += temp.Agility; TotalDex += temp.Dex; if (TotalEnchant.ContainsKey(temp.EnchantType)) { TotalEnchant[temp.EnchantType] += temp.EnchantValue; } else if (temp.EnchantType != "") { TotalEnchant[temp.EnchantType] = temp.EnchantValue; } } }
public void ShowStats(int i) { //i = 0 hides stats, i = 1 shows stats if (i != 0) { i = 1; SetProgressBars(); } else { Health.Text = ""; Mana.Text = ""; LVL.Text = ""; XP.Text = ""; } Player.Opacity = i; PlayerHealthBar.Opacity = i; PlayerImage.Opacity = i; PlayerImageBox.Opacity = i; PlayerManaBar.Opacity = i; PlayerXPBar.Opacity = i; EquipmentInfo.Opacity = i; Atributes points = Stuff.FindCharacter(1).GetAtributes(); if (i == 1) { InfoBox.Text = "Atributes:\n\nStrength: " + points.GetStrength() + "\nVitality: " + points.GetVitality() + "\nAgility: " + points.GetAgility() + "\nIntelligence: " + points.GetIntelligence() + "\nWillpower: " + points.GetWillpower() + "\nLuck: " + points.GetLuck(); } else { InfoBox.Text = ""; } EquipmentSlots items = Stuff.FindCharacter(1).GetEquipment(); for (int j = 1; j < 4; j++) { Image itemImage = (Image)this.FindName("Item" + j); Rectangle rectangle = (Rectangle)this.FindName("Item" + j + "_Slot"); if (j == 1) { itemImage.Source = items.GetPrimary().GetSprite().Source; } else if (j == 2) { itemImage.Source = items.GetSecondary().GetSprite().Source; } else { itemImage.Source = items.GetArmor().GetSprite().Source; } itemImage.Opacity = i; rectangle.Opacity = i; } }
public Swarmer() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); //More fun to move these guys around with a lower radius NormalSightRadius = 5; }
public UrukUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Halkot the Uruk"; }
public BlackUnicornUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Illustrous the Black Unicorn"; }
public Item(string name, int value = 0, bool isequip = false, bool isconsumable = false, EquipmentSlots equipslot = EquipmentSlots.None) { Name = name; Value = value; isEquipable = isequip; isConsumable = isconsumable; slotEquip = equipslot; }
public OgreUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Grug the ogre"; }
public MaintBot() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); //Start in the passive state this.Passive = true; }
public SpiderUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Kal'lot the Spider"; }
public OverlordUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Derang the Unkillable"; }
public Player() { effects = new List <PlayerEffect>(); //Add default equipment slots EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Body)); EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.RightHand)); }
public InitialPlayerSyncProcessor(IPacketSender packetSender, BuildThrottlingQueue buildEventQueue, Vehicles vehicles, ItemContainers itemContainers, EquipmentSlots equipment) { this.packetSender = packetSender; this.buildEventQueue = buildEventQueue; this.vehicles = vehicles; this.itemContainers = itemContainers; this.equipment = equipment; }
public SkeletonUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Daphill the Dry"; }
public FaerieUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Aerie the Faerie"; }
public HeavyBotRanged() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); NormalSightRadius = 8; this.Speed = 75; }
public OrcShamanUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Unique = true; UniqueName = "Davos the Orc Shaman King"; }
public Camera() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); NormalSightRadius = 0; //Start in the passive state this.Passive = true; }
public PixieUnique() { //Add a default right hand slot EquipmentSlots.Add(new EquipmentSlotInfo(EquipmentSlot.Weapon)); Speed = 200; Unique = true; UniqueName = "Nixie the Pixie"; }
public void EquipBodyPart(string objectpath, EquipmentSlots slot) { switch(slot) { case EquipmentSlots.Head: SpawnHead(objectpath); break; case EquipmentSlots.Body: SpawnBody(objectpath); break; case EquipmentSlots.ArmL: SpawnArmL(objectpath); break; case EquipmentSlots.ArmR: SpawnArmR(objectpath); break; case EquipmentSlots.Legs: SpawnLegs(objectpath); break; } }
public void EquipBodyPart(string objectpath, EquipmentSlots slot) { switch(slot) { case EquipmentSlots.Head: NetworkSpawnHead(objectpath); //SpawnHead(objectpath); break; case EquipmentSlots.Body: // if(!body) StartCoroutine(SpawnBody(objectpath)); else NetworkSpawnBody(objectpath); break; case EquipmentSlots.ArmL: //NetworkSpawnArmL(objectpath); StartCoroutine(SpawnArmL(objectpath)); break; case EquipmentSlots.ArmR: //NetworkSpawnArmR(objectpath); StartCoroutine(SpawnArmR(objectpath)); break; case EquipmentSlots.Legs: //NetworkSpawnLegs(objectpath); //SpawnLegs(objectpath); if(!legs) StartCoroutine(SpawnLegs(objectpath)); else NetworkSpawnLegs(objectpath); break; case EquipmentSlots.Face: //SpawnFace(objectpath); StartCoroutine(SpawnFace(objectpath)); break; } }
public List<InventoryItem> FilteredArmorBySlot(EquipmentSlots slot) { List<InventoryItem> result = new List<InventoryItem>(); for (int i = 0; i < Items.Count; i++) { if(Items[i].rpgItem.EquipmentSlotIndex == slot) result.Add(Items[i]); } return result; }
/*public List<Effect> GetEffects() { List<Effect> effects = new List<Effect>(); foreach(EquipedItem equiped in Items) { if (equiped.rpgItem is Equiped) { Equiped equip = (Equiped)equiped.rpgItem; foreach(Effect e in equip.WornEffects) { effects.Add(e); } } } return effects; }*/ /* public void OnHitEffects(Enemy enemy, Player player) { foreach(EquipedItem equiped in Items) { if (equiped.rpgItem is RPGArmor) { RPGArmor armor = (RPGArmor)equiped.rpgItem; foreach(Effect effect in armor.EffectsOnHit) { if (effect.Target == TargetType.Self) player.Hero.Buffs.AddEffect(effect); } } } }*/ /*public void HitEffects(Enemy enemy, Player player) { foreach(EquipedItem equiped in Items) { if (equiped.rpgItem is RPGWeapon) { RPGWeapon armor = (RPGWeapon)equiped.rpgItem; foreach(Effect effect in armor.EffectsHit) { if (effect.Target == TargetType.Self) player.Hero.Buffs.AddEffect(effect); } } } }*/ private bool IsEquipmentSlotUsed(EquipmentSlots slot) { switch (slot) { case EquipmentSlots.Head: if(EquippedHead != null) return true; break; case EquipmentSlots.Body: if(EquippedBody != null) return true; break; case EquipmentSlots.ArmL: if(EquippedArmL != null) return true; break; case EquipmentSlots.ArmR: if(EquippedArmR != null) return true; break; case EquipmentSlots.Legs: if(EquippedLegs != null) return true; break; } return false; }
public void EquipBodyPart(string objectpath, EquipmentSlots slot) { switch(slot) { case EquipmentSlots.Head: StartCoroutine(SpawnHead(objectpath)); //SpawnHead(objectpath); break; case EquipmentSlots.Body: StartCoroutine(SpawnBody(objectpath)); //SpawnBody(objectpath); break; case EquipmentSlots.ArmL: StartCoroutine(SpawnArmL(objectpath)); //SpawnArmL(objectpath); break; case EquipmentSlots.ArmR: StartCoroutine(SpawnArmR(objectpath)); //SpawnArmR(objectpath); break; case EquipmentSlots.Legs: StartCoroutine(SpawnLegs(objectpath)); //SpawnLegs(objectpath); break; case EquipmentSlots.Face: myPhotonView.RPC("SpawnFace", PhotonTargets.All, objectpath); break; } }