public TokunoGalleon() : base(0x30) { m_CannonCenter = new SingleCannonPlace(this, 0x91CC, new Point3D(0, -9, 0)); m_CannonSupSx = new SingleCannonPlace(this, 0x91AA, new Point3D(-2, -3, 0)); m_CannonSupDx = new SingleCannonPlace(this, 0x91A6, new Point3D(2, -3, 0)); m_CannonInfSx = new SingleCannonPlace(this, 0x9187, new Point3D(-2, 2, 0)); m_CannonInfDx = new SingleCannonPlace(this, 0x9183, new Point3D(2, 2, 0)); m_Helm = new SingleHelm(this, 0x9316, new Point3D(0, 7, 1)); m_Hold = new GalleonHold(this, 0x9177, new Point3D(0, 4, 0), new List<Tuple<int, Point3D>>() { new Tuple<int, Point3D>(0x9170, new Point3D(0, 1, 0)), new Tuple<int, Point3D>(0x9178, new Point3D(-1, 0, 0)), new Tuple<int, Point3D>(0x9171, new Point3D(-1, 1, 0)), new Tuple<int, Point3D>(0x9176, new Point3D(1, 0, 0)), new Tuple<int, Point3D>(0x916F, new Point3D(1, 1, 0)), }, 16000); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, -2, 6), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, -2, 6), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, 3, 6), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, 3, 6), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_TillerMan = new TillerManHS(this, 0, new Point3D(0, -2, 6) ); Name = "a Tokuno Galleon"; // make them siegable by default // XmlSiege( hitsmax, resistfire, resistphysical, wood, iron, stone) // undo the temporary hue indicator that is set when the xmlsiege attachment is added this.Hue = 0; }
public OrcGalleon() : base(0x18) { m_CannonCenter = new SingleCannonPlace(this, 0x7924, new Point3D(0, -6, 0)); m_CannonSupSx = new MultiCannonPlace(this, 0x793D, new Point3D(-2, -2, 0), 0x7944, 0x7936); m_CannonSupDx = new MultiCannonPlace(this, 0x7941, new Point3D(2, -2, 0), 0x7948, 0x793A); m_CannonMidSx = new SingleCannonPlace(this, 0x7959, new Point3D(-2, 2, 0)); m_CannonMidDx = new SingleCannonPlace(this, 0x795D, new Point3D(2, 2, 0)); m_CannonInfSx = new MultiCannonPlace(this, 0x796E, new Point3D(-2, 5, 0), 0x7975); m_CannonInfDx = new MultiCannonPlace(this, 0x7972, new Point3D(2, 5, 0), 0x7979); m_Helm = new MultiHelm(this, 0x79A5, new Point3D(0, 7, 1), 0x79A4, 0x79A6); m_Hold = new GalleonHold(this, 0x798D, new Point3D(0, 9, 0), new List<Tuple<int, Point3D>>() { new Tuple<int, Point3D>(0x7994, new Point3D(0, 1, 0)), new Tuple<int, Point3D>(0x798B, new Point3D(-1, 0, 0)), new Tuple<int, Point3D>(0x7992, new Point3D(-1, 1, 0)), new Tuple<int, Point3D>(0x7990, new Point3D(1, 0, 0)), new Tuple<int, Point3D>(0x7997, new Point3D(1, 1, 0)), }, 14000); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, -1, 14), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, -1, 14), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, 3, 14), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, 3, 14), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, 7, 14), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, 7, 14), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_TillerMan = new TillerManHS(this, 0, new Point3D(0, 2, 10) ); Name = "an Orc Galleon"; // undo the temporary hue indicator that is set when the xmlsiege attachment is added this.Hue = 0; }
public GargoyleGalleon() : base(0x24) { m_CannonCenter = new SingleCannonPlace(this, 0x8516, new Point3D(0, -8, 0)); m_CannonSupSx = new SingleCannonPlace(this, 0x84FD, new Point3D(-2, -5, 0)); m_CannonSupDx = new SingleCannonPlace(this, 0x84FF, new Point3D(2, -5, 0)); m_CannonMidSx = new SingleCannonPlace(this, 0x8489, new Point3D(-2, -2, 0)); m_CannonMidDx = new SingleCannonPlace(this, 0x848E, new Point3D(2, -2, 0)); m_CannonInfSx = new SingleCannonPlace(this, 0x84AA, new Point3D(-2, 1, 0)); m_CannonInfDx = new SingleCannonPlace(this, 0x84AC, new Point3D(2, 1, 0)); m_Helm = new SingleHelm(this, 0x85A0, new Point3D(0, 2, 0)); m_Hold = new GalleonHold(this, 0x84CA, new Point3D(0, 5, 0), new List<Tuple<int, Point3D>>() { new Tuple<int, Point3D>(0x84CC, new Point3D(-2, 0, 0)), // stiva lato sx 1/4 new Tuple<int, Point3D>(0x84D3, new Point3D(-2, 1, 0)), // stiva lato sx 2/4 new Tuple<int, Point3D>(0x84DA, new Point3D(-2, 2, 0)), // stiva lato sx 3/4 new Tuple<int, Point3D>(0x84E1, new Point3D(-2, 3, 0)), // stiva lato sx 4/4 new Tuple<int, Point3D>(0x84CB, new Point3D(-1, 0, 0)), // stiva sup sx new Tuple<int, Point3D>(0x84D2, new Point3D(-1, 1, 0)), // stiva Centro sx 1/2 new Tuple<int, Point3D>(0x84D9, new Point3D(-1, 2, 0)), // stiva Centro sx 2/2 new Tuple<int, Point3D>(0x84E0, new Point3D(-1, 3, 0)), // stiva inf sx //new Tuple<int, Point3D>(0x84CA, new Point3D(0, 0, 0)), // stiva sup ( container ) new Tuple<int, Point3D>(0x84D1, new Point3D(0, 1, 0)), // stiva Centro 1/2 new Tuple<int, Point3D>(0x84D8, new Point3D(0, 2, 0)), // stiva Centro 2/2 new Tuple<int, Point3D>(0x84DF, new Point3D(0, 3, 0)), // stiva inf new Tuple<int, Point3D>(0x84D0, new Point3D(1, 0, 0)), // stiva sup dx new Tuple<int, Point3D>(0x84D7, new Point3D(1, 1, 0)), // stiva Centro dx 1/2 new Tuple<int, Point3D>(0x84DE, new Point3D(1, 2, 0)), // stiva Centro dx 2/2 new Tuple<int, Point3D>(0x84E5, new Point3D(1, 3, 0)), // stiva inf dx new Tuple<int, Point3D>(0x84CE, new Point3D(2, 0, 0)), // stiva lato dx 1/4 new Tuple<int, Point3D>(0x84D5, new Point3D(2, 1, 0)), // stiva lato dx 2/4 new Tuple<int, Point3D>(0x84DC, new Point3D(2, 2, 0)), // stiva lato dx 3/4 new Tuple<int, Point3D>(0x84E3, new Point3D(2, 3, 0)), // stiva lato dx 4/4 }, 12000); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, -4, 14), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, -4, 14), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, -1, 14), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, -1, 14), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-2, 2, 14), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(2, 2, 14), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_TillerMan = new TillerManHS(this, 0, new Point3D(0, -4, 12) ); Name = "a Gargoyle Galleon"; // make them siegable by default // XmlSiege( hitsmax, resistfire, resistphysical, wood, iron, stone) // undo the temporary hue indicator that is set when the xmlsiege attachment is added this.Hue = 0; }
public BritainGalleon() : base(0x40) { m_CannonCenter = new SingleCannonPlace(this, 0x5C06, new Point3D(0, -9, 0)); m_CannonSupSx = new SingleCannonPlace(this, 0x5C19, new Point3D(-3, -5, 0)); m_CannonSupDx = new SingleCannonPlace(this, 0x5C18, new Point3D(3, -5, 0)); m_CannonMidSupSx = new SingleCannonPlace(this, 0x5C1A, new Point3D(-3, -1, 0)); m_CannonMidSupDx = new SingleCannonPlace(this, 0x5C1C, new Point3D(3, -1, 0)); m_CannonMidInfSx = new SingleCannonPlace(this, 0x5C21, new Point3D(-3, 3, 0)); m_CannonMidInfDx = new SingleCannonPlace(this, 0x5C1F, new Point3D(3, 3, 0)); m_CannonInfSx = new SingleCannonPlace(this, 0x5C25, new Point3D(-3, 7, 0)); m_CannonInfDx = new SingleCannonPlace(this, 0x5C23, new Point3D(3, 7, 0)); m_Helm = new SingleHelm(this, 0x5C0C, new Point3D(0, 3, 1)); m_Hold = new GalleonHold(this, 0x5C2A, new Point3D(0, 9, 0), new List<Tuple<int, Point3D>>() { new Tuple<int, Point3D>(0x5C2C, new Point3D(-1, -1, 0)), new Tuple<int, Point3D>(0x5C2F, new Point3D(-1, 0, 0)), new Tuple<int, Point3D>(0x5C32, new Point3D(-1, 1, 0)), new Tuple<int, Point3D>(0x5C2D, new Point3D(0, 0, 0)), new Tuple<int, Point3D>(0x5C30, new Point3D(0, 1, 0)), new Tuple<int, Point3D>(0x5C2B, new Point3D(1, -1, 0)), new Tuple<int, Point3D>(0x5C2E, new Point3D(1, 0, 0)), new Tuple<int, Point3D>(0x5C31, new Point3D(1, 1, 0)), }, 28000); m_MainMast = new MainMast(this, 0x5CE3, new Point3D(0, -3, 0)); m_Hull = new BritainHull(this, 0x58A5); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-3, -4, 16), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(3, -4, 16), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-3, 0, 16), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(3, 0, 16), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-3, 4, 16), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(3, 4, 16), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_SRope = new BoatRope2(this, 0x14F8, new Point3D(-3, 8, 16), BoatRopeSide.Starboard, 0); Ropes.Add(m_SRope); m_PRope = new BoatRope2(this, 0x14F8, new Point3D(3, 8, 16), BoatRopeSide.Port, 0); Ropes.Add(m_PRope); m_TillerMan = new TillerManHS(this, 0, new Point3D(0, 7, 12) ); Name = "a Britain Galleon"; // make them siegable by default // XmlSiege( hitsmax, resistfire, resistphysical, wood, iron, stone) // undo the temporary hue indicator that is set when the xmlsiege attachment is added this.Hue = 0; }