private IEquipment Sword() { IWeapon item = CreateWeapon(WeaponType.Sword, 28); item.KeyWords.Add("sword"); item.ShortDescription = "A well balanced sword."; item.LookDescription = "The sword in remarkable if only in being unremarkable."; item.ExamineDescription = "The sword is nothing special and appears to be a mass produced sword for the soldiers stationed at the castle."; item.SentenceDescription = "sword"; IDamage damage = new Damage(); damage.Dice = GlobalReference.GlobalValues.DefaultValues.DiceForWeaponLevel(item.Level); damage.Type = Damage.DamageType.Slash; item.DamageList.Add(damage); item.FinishLoad(); return(item); }
private IWeapon Scalpel() { IWeapon scalpel = CreateWeapon(WeaponType.Dagger, 1); scalpel.KeyWords.Add("Scalpel"); scalpel.ShortDescription = "A surgical scalpel."; scalpel.LookDescription = "Made of precision surgical steel it as reflective as it is sharp."; scalpel.ExamineDescription = "Useful for making surgical cuts in the hands of a doctor and looking like you escaped from a mental hospital in yours. Perhaps you should try to find a better, less psycho imagery inducing weapon."; scalpel.SentenceDescription = "surgical scalpel"; scalpel.AttackerStat = Stat.Dexterity; scalpel.DeffenderStat = Stat.Dexterity; IDamage damage = new Objects.Damage.Damage(); damage.Dice = GlobalReference.GlobalValues.DefaultValues.DiceForWeaponLevel(scalpel.Level); damage.Type = DamageType.Slash; scalpel.DamageList.Add(damage); scalpel.FinishLoad(); return(scalpel); }
private IWeapon BlackSmithDagger() { IWeapon dagger = CreateWeapon(WeaponType.Dagger, 1); dagger.KeyWords.Add("Dagger"); dagger.ShortDescription = "A basic dagger."; dagger.LookDescription = "Made of steel it is a sharp and pointy dagger."; dagger.ExamineDescription = "The dagger lacks any intricate engravings, the blade is however is very sharp and is thick enough to attack an enemy without fear of breaking. It is in all regards a basic dagger."; dagger.SentenceDescription = "small dagger"; dagger.AttackerStat = Stats.Stat.Dexterity; dagger.DeffenderStat = Stats.Stat.Dexterity; IDamage damage = new Damage(); damage.Dice = GlobalReference.GlobalValues.DefaultValues.DiceForWeaponLevel(dagger.Level); damage.Type = Damage.DamageType.Slash; dagger.DamageList.Add(damage); dagger.FinishLoad(); return(dagger); }