private static void ResolveDeath(Actor defender) { if (defender is Player) { RogueGame.MessageLog.Add($" {defender.Name} was killed, GAME OVER MAN!"); } else if (defender is Monster) { if (defender.Head != null && defender.Head != HeadEquipment.None()) { RogueGame.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Head); } if (defender.Body != null && defender.Body != BodyEquipment.None()) { RogueGame.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Body); } if (defender.Hand != null && defender.Hand != HandEquipment.None()) { RogueGame.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Hand); } if (defender.Feet != null && defender.Feet != FeetEquipment.None()) { RogueGame.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Feet); } RogueGame.DungeonMap.AddGold(defender.X, defender.Y, defender.Gold); RogueGame.DungeonMap.RemoveMonster((Monster)defender); RogueGame.MessageLog.Add($" {defender.Name} died and dropped {defender.Gold} gold"); } }
public Actor() { Head = HeadEquipment.None(); Body = BodyEquipment.None(); Hand = HandEquipment.None(); Feet = FeetEquipment.None(); }
public EquipmentGenerator(int level) { _equipmentPool = new Pool <Core.Equipment>(); if (level <= 3) { _equipmentPool.Add(BodyEquipment.Leather(), 20); _equipmentPool.Add(HeadEquipment.Leather(), 20); _equipmentPool.Add(FeetEquipment.Leather(), 20); _equipmentPool.Add(HandEquipment.Dagger(), 25); _equipmentPool.Add(HandEquipment.Sword(), 5); _equipmentPool.Add(HeadEquipment.Chain(), 5); _equipmentPool.Add(BodyEquipment.Chain(), 5); } else if (level <= 6) { _equipmentPool.Add(BodyEquipment.Chain(), 20); _equipmentPool.Add(HeadEquipment.Chain(), 20); _equipmentPool.Add(FeetEquipment.Chain(), 20); _equipmentPool.Add(HandEquipment.Sword(), 15); _equipmentPool.Add(HandEquipment.Axe(), 15); _equipmentPool.Add(HeadEquipment.Plate(), 5); _equipmentPool.Add(BodyEquipment.Plate(), 5); } else { _equipmentPool.Add(BodyEquipment.Plate(), 25); _equipmentPool.Add(HeadEquipment.Plate(), 25); _equipmentPool.Add(FeetEquipment.Plate(), 25); _equipmentPool.Add(HandEquipment.TwoHandedSword(), 25); } }
public void DrawInventoryE() { var texts = Game.EquipmentItems.GetComponentsInChildren <Text>(); foreach (var text in texts) { Color color = Color.black; switch (text.gameObject.name) { case "head": color = Head == HeadEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight; text.text = String.Format("Head: {0}", Head.Name); text.color = color; break; case "body": color = Body == BodyEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight; text.text = String.Format("Body: {0}", Body.Name); text.color = color; break; case "hand": color = Hand == HandEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight; text.text = String.Format("Hand: {0}", Hand.Name); text.color = color; break; case "feet": color = Feet == FeetEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight; text.text = String.Format("Feet: {0}", Feet.Name); text.color = color; break; } } }
public void DrawInventory(RLConsole inventoryConsole) { inventoryConsole.Print(1, 1, "Equipment", Colors.InventoryHeading); inventoryConsole.Print(1, 3, $"Head: {Head.Name}", Head == HeadEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(1, 5, $"Body: {Body.Name}", Body == BodyEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(1, 7, $"Hand: {Hand.Name}", Hand == HandEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(1, 9, $"Feet: {Feet.Name}", Feet == FeetEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); }
public Actor(Game game) { this.game = game; Head = HeadEquipment.None(game); Body = BodyEquipment.None(game); Hand = HandEquipment.None(game); Feet = FeetEquipment.None(game); }
//Params //public int Health { get; set; } //public int MaxHealth { get; set; } //public int Attack { get; set; } //public int AttackChance { get; set; } //public int Defense { get; set; } //public int DefenseChance { get; set; } //public int Gold { get; set; } //protected Actor(Color foreground, Color background, int glyph, int width = 1, int height = 1) : base(width, height) public Actor(Color?foreground = null, Color?background = null, int glyph = 0, int width = 1, int height = 1) : base(width, height) { Head = HeadEquipment.None(); Body = BodyEquipment.None(); Hand = HandEquipment.None(); Feet = FeetEquipment.None(); //Animation.CurrentFrame[0].Foreground = foreground; //Animation.CurrentFrame[0].Background = background; //Animation.CurrentFrame[0].Glyph = glyph; }
private static void ResolveDeath(Actor defender) { if (defender is Player && defender.Status != "Dead") { Game.GameOver(); } else if (defender is Monster) { if (defender.Head != null && defender.Head != HeadEquipment.None()) { Game.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Head); } if (defender.Body != null && defender.Body != BodyEquipment.None()) { Game.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Body); } if (defender.Hand != null && defender.Hand != HandEquipment.None()) { Game.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Hand); } if (defender.Feet != null && defender.Feet != FeetEquipment.None()) { Game.DungeonMap.AddTreasure(defender.X, defender.Y, defender.Feet); } Game.DungeonMap.AddGold(defender.X, defender.Y, defender.Gold); Game.DungeonMap.RemoveMonster((Monster)defender); if (defender.DeathMessages != null) { Random random = new Random(); int i = random.Next(0, defender.DeathMessages.Length); if (defender.IsEndBoss) { Game.MessageLog.Add($" {defender.DeathMessages[i]}", Swatch.DbBlood); Game.MessageLog.Add("Congrats, you have completed your quest"); // hp dome add game win logic } else if (defender.IsABoss) { Game.MessageLog.Add($" {defender.DeathMessages[i]}", Swatch.DbBlood); } else { Game.MessageLog.Add($" {defender.DeathMessages[i]}"); } } else { Game.MessageLog.Add($" {defender.Name} died and dropped {defender.Gold} gold"); } } }
/// <summary> /// Will create and return a Kobold of the level passed into the method. /// </summary> /// <param name="level"></param> /// <returns></returns> public static Kobold Create(int level) { int health = Dice.Roll("2D5"); Kobold kobold = new Kobold { Attack = Dice.Roll("1D3") + level / 3, AttackChance = Dice.Roll("25D3"), Awareness = 10, Color = Colors.DbBrightWood, Defense = Dice.Roll("1D3") + level / 3, DefenseChance = Dice.Roll("10D4"), Gold = Dice.Roll("5D5"), Health = health, MaxHealth = health, Name = NameGenerator.GenerateMonsterName() + ", Kobold", Speed = 14, Symbol = 'k' }; // Low chance they'll have a healing potion. if (Dice.Roll("1D6") >= 5) { kobold.items.Add(new HealingPotion()); } // Give some Kobolds helmets if (Dice.Roll("1D6") >= 5) { kobold.Head = HeadEquipment.GenerateNextLowLevel(); } // Give some Kobolds body armor if (Dice.Roll("1D6") >= 5) { kobold.Body = BodyEquipment.GenerateNextLowLevel(); } // Give some Kobolds feet and hand armor rarely if (Dice.Roll("1D6") > 5) { kobold.Feet = FeetEquipment.GenerateNextLowLevel(); kobold.Hand = HandEquipment.GenerateNextLowLevel(); } return(kobold); }
public void DrawInventory(RLConsole inventoryConsole) { inventoryConsole.Print(1, 1, "Equipment", RLColor.White); inventoryConsole.Print(1, 3, $"Head: {Head.Name}", Head == HeadEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(1, 5, $"Body: {Body.Name}", Body == BodyEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(1, 7, $"Hand: {Hand.Name}", Hand == HandEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(1, 9, $"Feet: {Feet.Name}", Feet == FeetEquipment.None() ? Swatch.DbOldStone : Swatch.DbLight); inventoryConsole.Print(28, 1, "Abilities", Colors.InventoryHeading); DrawAbility(QAbility, inventoryConsole, 0); DrawAbility(WAbility, inventoryConsole, 1); DrawAbility(EAbility, inventoryConsole, 2); DrawAbility(RAbility, inventoryConsole, 3); inventoryConsole.Print(55, 1, "Items", Colors.InventoryHeading); DrawItem(Item1, inventoryConsole, 0); DrawItem(Item2, inventoryConsole, 1); DrawItem(Item3, inventoryConsole, 2); DrawItem(Item4, inventoryConsole, 3); }
public bool PickUp(IActor actor) { if (this is HeadEquipment) { HeadEquipment newHeadEquipment = this as HeadEquipment; if (newHeadEquipment.Value > actor.Head.Value) { actor.Head = this as HeadEquipment; actor.Health += newHeadEquipment.MaxHealth; actor.Mana += newHeadEquipment.MaxMana; Game.MessageLog.Add($"You picked up a {Name} {Description}"); } else { Game.MessageLog.Add($"The {Name} {Description} is weaker then {actor.Head.Name} {actor.Head.Description}, selling"); actor.Gold += newHeadEquipment.Value; } return(true); } if (this is BodyEquipment) { BodyEquipment newBodyEquipment = this as BodyEquipment; if (newBodyEquipment.Value > actor.Body.Value) { actor.Body = this as BodyEquipment; actor.IsPoisonedImmune = newBodyEquipment.GrantsPoisonImmunity; actor.Health += newBodyEquipment.MaxHealth; actor.Mana += newBodyEquipment.MaxMana; Game.MessageLog.Add($"You picked up {Name} {Description}"); } else { Game.MessageLog.Add($"The {Name} {Description} is weaker then {actor.Body.Name} {actor.Body.Description}, selling"); actor.Gold += newBodyEquipment.Value; } return(true); } if (this is HandEquipment) { HandEquipment newHandEquipment = this as HandEquipment; if (newHandEquipment.Value > actor.Hand.Value) { actor.Hand = this as HandEquipment; actor.Health += newHandEquipment.MaxHealth; actor.Mana += newHandEquipment.MaxMana; Game.MessageLog.Add($"You picked up a {Name}"); } else { Game.MessageLog.Add($"The {Name} is weaker then {actor.Hand.Name}, selling"); actor.Gold += newHandEquipment.Value; } return(true); } if (this is FeetEquipment) { FeetEquipment newFeetEquipment = this as FeetEquipment; if (newFeetEquipment.Value > actor.Feet.Value) { actor.Feet = this as FeetEquipment; actor.Health += newFeetEquipment.MaxHealth; actor.Mana += newFeetEquipment.MaxMana; Game.MessageLog.Add($"You picked up {Name} {Description}"); } else { Game.MessageLog.Add($"The {Name} {Description} is weaker then {actor.Feet.Name} {actor.Feet.Description}, selling"); actor.Gold += newFeetEquipment.Value; } return(true); } return(false); }
public void DrawInventory(RLConsole inventoryConsole) { inventoryConsole.Print(1, 1, "Inventory", Colors.DbBrightWood); for (int i = 0; i < items.Count; i++) { DrawItem(items[i], inventoryConsole, i); } if (Head.Name == "None") { inventoryConsole.Print(0, 3 + (items.Count * 2), $"Head: {Head.Name}", Head == HeadEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } else { inventoryConsole.Print(0, 3 + (items.Count * 2), $"Head: {Head.Name}, (+{Head.Defense} DEF)", Head == HeadEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } if (Body.Name == "None") { inventoryConsole.Print(0, 3 + (items.Count * 2) + 2, $"Body: {Body.Name}", Body == BodyEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } else { inventoryConsole.Print(0, 3 + (items.Count * 2) + 2, $"Body: {Body.Name}, (+{Head.Defense} DEF)", Body == BodyEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } if (Hand.Name == "None") { inventoryConsole.Print(0, 3 + (items.Count * 2) + 4, $"Hand: {Hand.Name}", Hand == HandEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } else { inventoryConsole.Print(0, 3 + (items.Count * 2) + 4, $"Hand: {Hand.Name}, (+{Head.Defense} DEF)", Hand == HandEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } if (Feet.Name == "None") { inventoryConsole.Print(0, 3 + (items.Count * 2) + 6, $"Feet: {Feet.Name}", Feet == FeetEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } else { inventoryConsole.Print(0, 3 + (items.Count * 2) + 6, $"Feet: {Feet.Name}, (+{Head.Defense} DEF)", Feet == FeetEquipment.None() ? Colors.DbOldStone : Colors.DbLight); } // Draw the controls inventoryConsole.Print(0, inventoryConsole.Height - 8, "numpad/arrows: move", Colors.Text); inventoryConsole.Print(0, inventoryConsole.Height - 6, "</>/,/.: use stairs", Colors.Text); inventoryConsole.Print(0, inventoryConsole.Height - 4, "1-0: use items", Colors.Text); inventoryConsole.Print(0, inventoryConsole.Height - 2, "L: look around, P: pick up", Colors.Text); }
public void Draw(Game game) { if (game == null) { return; } eqHeadText.text = game.Player.Head.Name; eqHandsText.text = game.Player.Hand.Name; eqBodyText.text = game.Player.Body.Name; eqFeetText.text = game.Player.Feet.Name; abQText.text = game.Player.QAbility.Name; abWText.text = game.Player.WAbility.Name; abEText.text = game.Player.EAbility.Name; abRText.text = game.Player.RAbility.Name; if (game.Player.Head == HeadEquipment.None(game)) { eqHeadText.color = Colors.DbOldStone; } else { eqHeadText.color = Colors.DbLight; } if (game.Player.Hand == HandEquipment.None(game)) { eqHandsText.color = Colors.DbOldStone; } else { eqHandsText.color = Colors.DbLight; } if (game.Player.Body == BodyEquipment.None(game)) { eqBodyText.color = Colors.DbOldStone; } else { eqBodyText.color = Colors.DbLight; } if (game.Player.Feet == FeetEquipment.None(game)) { eqFeetText.color = Colors.DbOldStone; } else { eqFeetText.color = Colors.DbLight; } if (game.Player.QAbility is Abilities.None) { abQText.color = Colors.DbOldStone; } else { abQText.color = Colors.DbLight; } if (game.Player.WAbility is Abilities.None) { abWText.color = Colors.DbOldStone; } else { abWText.color = Colors.DbLight; } if (game.Player.EAbility is Abilities.None) { abEText.color = Colors.DbOldStone; } else { abEText.color = Colors.DbLight; } if (game.Player.RAbility is Abilities.None) { abRText.color = Colors.DbOldStone; } else { abRText.color = Colors.DbLight; } }
public EquipmentGenerator(int level) { _equipmentPool = new Pool <Core.Equipment>(); if (level <= 3) { _equipmentPool.Add(BodyEquipment.Leather(), 20); _equipmentPool.Add(HeadEquipment.Leather(), 20); _equipmentPool.Add(FeetEquipment.Leather(), 20); _equipmentPool.Add(HandEquipment.Dagger(), 23); // 83 _equipmentPool.Add(HeadEquipment.Chain(), 2); _equipmentPool.Add(BodyEquipment.Chain(), 2); _equipmentPool.Add(FeetEquipment.Chain(), 2); _equipmentPool.Add(HandEquipment.Sword(), 7); // 13 _equipmentPool.Add(HeadEquipment.Chintin(), 1); _equipmentPool.Add(BodyEquipment.Chintin(), 1); _equipmentPool.Add(FeetEquipment.Chintin(), 1); _equipmentPool.Add(HandEquipment.Axe(), 1); // 4 } else if (level <= 6) { _equipmentPool.Add(BodyEquipment.Leather(), 6); _equipmentPool.Add(HeadEquipment.Leather(), 6); _equipmentPool.Add(FeetEquipment.Leather(), 6); _equipmentPool.Add(HandEquipment.Dagger(), 9); // 27 _equipmentPool.Add(BodyEquipment.Chain(), 12); _equipmentPool.Add(HeadEquipment.Chain(), 12); _equipmentPool.Add(FeetEquipment.Chain(), 12); _equipmentPool.Add(HandEquipment.Sword(), 12); // 48 _equipmentPool.Add(HeadEquipment.Chintin(), 4); _equipmentPool.Add(BodyEquipment.Chintin(), 4); _equipmentPool.Add(FeetEquipment.Chintin(), 4); _equipmentPool.Add(HandEquipment.Axe(), 9); // 21 _equipmentPool.Add(HeadEquipment.Scaled(), 1); _equipmentPool.Add(BodyEquipment.Scaled(), 1); _equipmentPool.Add(FeetEquipment.Scaled(), 1); _equipmentPool.Add(HandEquipment.TwoHanded(), 1); // 4 } else if (level <= 8) { _equipmentPool.Add(BodyEquipment.Chintin(), 10); _equipmentPool.Add(HeadEquipment.Chintin(), 10); _equipmentPool.Add(FeetEquipment.Chintin(), 10); _equipmentPool.Add(HandEquipment.Axe(), 11); // 41 _equipmentPool.Add(HeadEquipment.Scaled(), 12); _equipmentPool.Add(BodyEquipment.Scaled(), 12); _equipmentPool.Add(FeetEquipment.Scaled(), 12); _equipmentPool.Add(HandEquipment.TwoHanded(), 12); // 48 _equipmentPool.Add(HeadEquipment.Plate(), 5); _equipmentPool.Add(BodyEquipment.Plate(), 5); _equipmentPool.Add(FeetEquipment.Plate(), 5); _equipmentPool.Add(HandEquipment.Dragonbane(), 6); // 21 } else { _equipmentPool.Add(HeadEquipment.Scaled(), 8); _equipmentPool.Add(BodyEquipment.Scaled(), 8); _equipmentPool.Add(FeetEquipment.Scaled(), 8); // 24 _equipmentPool.Add(HeadEquipment.Plate(), 12); _equipmentPool.Add(BodyEquipment.Plate(), 12); _equipmentPool.Add(FeetEquipment.Plate(), 12); _equipmentPool.Add(HandEquipment.TwoHanded(), 10); // 46 _equipmentPool.Add(HeadEquipment.Mithril(), 6); _equipmentPool.Add(BodyEquipment.Mithril(), 6); _equipmentPool.Add(FeetEquipment.Mithril(), 6); _equipmentPool.Add(HandEquipment.Dragonbane(), 8); // 26 _equipmentPool.Add(HeadEquipment.Mithril(), 1); _equipmentPool.Add(BodyEquipment.Mithril(), 1); _equipmentPool.Add(FeetEquipment.Mithril(), 1); _equipmentPool.Add(HandEquipment.DragonLord(), 1); // 4 } }
public bool GetInput(RLRootConsole rootConsole, CommandSystem commandSystem) { Player player = Game.Player; MessageLog messageLog = Game.MessageLog; RLKeyPress keyPress = rootConsole.Keyboard.GetKeyPress(); bool didPlayerAct = false; if (keyPress != null) { if (keyPress.Key == RLKey.Escape) // hp Fixme. Implement main menu { rootConsole.Close(); } else if (player.Status == "Dead") { didPlayerAct = true; } else if (player.Status == "Stuck") { messageLog.Add("You spend a turn trying to get out of your predicament", Swatch.DbBlood); didPlayerAct = true; } else if (keyPress.Key == RLKey.Up || keyPress.Key == RLKey.Keypad8) { didPlayerAct = commandSystem.MovePlayer(Direction.Up); } else if (keyPress.Key == RLKey.Down || keyPress.Key == RLKey.Keypad2) { didPlayerAct = commandSystem.MovePlayer(Direction.Down); } else if (keyPress.Key == RLKey.Left || keyPress.Key == RLKey.Keypad4) { didPlayerAct = commandSystem.MovePlayer(Direction.Left); } else if (keyPress.Key == RLKey.Right || keyPress.Key == RLKey.Keypad6) { didPlayerAct = commandSystem.MovePlayer(Direction.Right); } else if (keyPress.Key == RLKey.Keypad7) { didPlayerAct = commandSystem.MovePlayer(Direction.UpLeft); } else if (keyPress.Key == RLKey.Keypad9) { didPlayerAct = commandSystem.MovePlayer(Direction.UpRight); } else if (keyPress.Key == RLKey.Keypad1) { didPlayerAct = commandSystem.MovePlayer(Direction.DownLeft); } else if (keyPress.Key == RLKey.Keypad3) { didPlayerAct = commandSystem.MovePlayer(Direction.DownRight); } else if (keyPress.Key == RLKey.Keypad5 || keyPress.Key == RLKey.KeypadPeriod || keyPress.Key == RLKey.Period || keyPress.Key == RLKey.Comma) { didPlayerAct = Game.AttemptMoveDownDungeonLevel(); if (!didPlayerAct) { didPlayerAct = Game.AttemptMoveUpDungeonLevel(); } if (!didPlayerAct) { didPlayerAct = true; } } else if (keyPress.Key == RLKey.I) { Game.IsInventoryScreenShowing = true; Game.TogglePopupUpdate(); didPlayerAct = true; } else if (keyPress.Key == RLKey.Insert) // hp Debug { Game.MoveDownDungeonLevel(); messageLog.Add("You Cheater! Instantly went to next Dungeon", Swatch.DbBlood); didPlayerAct = true; } else if (keyPress.Key == RLKey.Home) // Debug { player.LevelUp(); messageLog.Add("You Cheater! Instant level Up", Swatch.DbBlood); didPlayerAct = true; } else if (keyPress.Key == RLKey.PageUp) // Debug { player.Body = BodyEquipment.DragonLord(); player.Feet = FeetEquipment.DragonLord(); if (player.Hand == HandEquipment.Vampiric()) { player.Hand = HandEquipment.DragonLord(); } else { player.Hand = HandEquipment.Vampiric(); } player.Head = HeadEquipment.DragonLord(); player.Health = player.MaxHealth; player.Mana = player.MaxMana; player.IsPoisonedImmune = player.Body.GrantsPoisonImmunity; messageLog.Add("You Cheater! Best equipment given and health fully restored", Swatch.DbBlood); didPlayerAct = true; } else if (keyPress.Key == RLKey.Delete) // Debug { messageLog.Add("Debug: Poisoned for 4 turns and hunger set to low", Swatch.DbBlood); player.Hunger = 50; if (player.IsPoisonedImmune == false) { player.State = new AbnormalState(6, "Poisoned", "The Poison has stated to take its full effect", -2, -2, -3, 2, 3); } else { messageLog.Add("Thankfully you are completely immune to poison", Swatch.DbBlood); } didPlayerAct = true; } else if (keyPress.Key == RLKey.End) // Debug { player.Gold += 5000; WeaponScroll WeaponScroll = new WeaponScroll(); ArmorScroll ArmorScroll = new ArmorScroll(); BookOfWhirlwind BookOfWhirlwind = new BookOfWhirlwind(4); BookOfHealing BookOfHealing = new BookOfHealing(4); BookOfSacrifice BookOfSacrifice = new BookOfSacrifice(4); FoodRation FoodRation = new FoodRation(3); RevealMapScroll RevealMapScroll = new RevealMapScroll(); SerpentWand SerpentWand = new SerpentWand(3); PoisonFlask PoisonFlask = new PoisonFlask(3); ExplosiveFlask ExplosiveFlask = new ExplosiveFlask(3); VampiricWand VampiricWand = new VampiricWand(3); player.Inventory.AddInventoryItem(WeaponScroll); player.Inventory.AddInventoryItem(ArmorScroll); player.Inventory.AddInventoryItem(BookOfWhirlwind); player.Inventory.AddInventoryItem(BookOfHealing); player.Inventory.AddInventoryItem(BookOfSacrifice); player.Inventory.AddInventoryItem(FoodRation); player.Inventory.AddInventoryItem(RevealMapScroll); player.Inventory.AddInventoryItem(SerpentWand); player.Inventory.AddInventoryItem(PoisonFlask); player.Inventory.AddInventoryItem(ExplosiveFlask); player.Inventory.AddInventoryItem(VampiricWand); messageLog.Add("You Cheater! A bunch of gold and Rare Inventory items given", Swatch.DbBlood); didPlayerAct = true; } else if (keyPress.Key == RLKey.PageDown) // Debug { player.Hunger = 1200; messageLog.Add("You Cheater! Hunger set to full", Swatch.DbBlood); didPlayerAct = true; } else { didPlayerAct = commandSystem.HandleKey(keyPress.Key); } } return(didPlayerAct); }