Esempio n. 1
0
        static void Main(string[] args)
        {
            NpcSimulator simulator = new NpcSimulator();

            Player me = new Player("Tagette", 100, 412)
            {
                Meso = int.MaxValue,
                Strength = 5,
                Intelligence = 5,
                Dexterity = 32767,
                Luck = 32767
            };

            me.Inventory.GainItem(4031013, 30);

            simulator.AddPlayer(me);

            simulator.AddNpc(2100, new begin_jp1());
            simulator.AddNpc(9101001, new begin_jp2());
            simulator.AddNpc(2101, new begin_jp3());
            simulator.AddNpc(2003, new begin5());
            simulator.AddNpc(1043000, new bush1());
            simulator.AddNpc(1043001, new bush2());
            simulator.AddNpc(1072002, new change_archer());
            simulator.AddNpc(1072006, new inside_archer());
            simulator.AddNpc(1061010, new job3Exit());

            simulator.Run();
        }
Esempio n. 2
0
 public Inventory(Player player, int capacity)
 {
     _player = player;
     _items = new Item[capacity];
 }
Esempio n. 3
0
 protected void ShowModifyPlayer(Player player)
 {
     bool exit = false;
     while (!exit)
     {
         Console.WriteLine("Modify Player");
         byte selection = ShowMenu(
             Width("Name: ", 15) + player.Name,
             Width("Level: ", 15) + player.Level,
             Width("Job: ", 15) + player.Job,
             Width("Strength: ", 15) + player.Strength,
             Width("Intelligence: ", 15) + player.Intelligence,
             Width("Dexterity: ", 15) + player.Dexterity,
             Width("Luck: ", 15) + player.Luck,
             Width("Inventory:", 15) + (player.Inventory.IsEmpty() ? "[Empty]" : player.Inventory.TotalStacks() + " items"),
             Width("Quests", 15) + player.QuestLog.StartedQuests.Length + " started, " + player.QuestLog.CompletedQuests.Length + " completed",
             "Return to Menu");
         switch (selection)
         {
             case 1:
                 player.Name = GetStringInput("Enter a new name> ", "exit");
                 break;
             case 2:
                 player.Level = GetIntInput("Enter a new level> ", "exit");
                 break;
             case 3:
                 player.Job = GetIntInput("Enter a new job> ", "exit");
                 break;
             case 4:
                 player.Strength = GetIntInput("Enter a new strength> ", "exit");
                 break;
             case 5:
                 player.Intelligence = GetIntInput("Enter a new intelligence> ", "exit");
                 break;
             case 6:
                 player.Dexterity = GetIntInput("Enter a new dexterity> ", "exit");
                 break;
             case 7:
                 player.Luck = GetIntInput("Enter a new luck> ", "exit");
                 break;
             case 8:
                 ShowInventory(player.Inventory);
                 break;
             case 9:
                 ShowQuestMenu(player.QuestLog);
                 break;
             case 10:
                 exit = true;
                 break;
         }
     }
 }
Esempio n. 4
0
 /// <summary>
 /// Adds a player to the simulator so it can be used when talking with the npc.
 /// </summary>
 public void AddPlayer(Player player)
 {
     if (_players == null)
         _players = new List<Player>();
     _players.Add(player);
 }
Esempio n. 5
0
        protected void ShowCreatePlayer()
        {
            Player player = new Player("Bob", 1, 0);
            player.Name = GetStringInput("Enter a new name> ", "exit");
            if (player.Name == null)
                return;
            player.Level = GetIntInput("Enter a new level> ", "exit");
            if (player.Level < 0)
                return;
            player.Job = GetIntInput("Enter a new job> ", "exit");
            if (player.Job < 0)
                return;
            player.Strength = GetIntInput("Enter a new strength> ", "exit");
            if (player.Strength < 0)
                return;
            player.Intelligence = GetIntInput("Enter a new intelligence> ", "exit");
            if (player.Intelligence < 0)
                return;
            player.Dexterity = GetIntInput("Enter a new dexterity> ", "exit");
            if (player.Dexterity < 0)
                return;
            player.Luck = GetIntInput("Enter a new luck> ", "exit");
            if (player.Luck < 0)
                return;
            int itemId = 0;
            Console.WriteLine();
            Console.WriteLine("Type 'done' when you are finished with the inventory.");
            while (itemId != -1)
            {
                itemId = GetIntInput("Enter an item id> ", "done");
                if (itemId > 0)
                {
                    bool getAmount = true;
                    while (getAmount)
                    {
                        int amount = GetIntInput("Enter an amount for (" + itemId + ")> ", "done");
                        if (amount > 0)
                        {
                            player.Inventory.GainItem(itemId, amount);
                            Console.WriteLine("{0} of item {1} has been added.", amount, itemId);

                            getAmount = false;
                        }
                        else if (amount == -1)
                        {
                            player.Inventory.GainItem(itemId, 1);
                            Console.WriteLine("1 of item {0} has been added.", itemId);

                            getAmount = false;
                            itemId = -1;
                        }
                        else
                        {
                            Console.WriteLine("That is an incorrect amount.");
                        }
                    }
                }
                else
                {
                    Console.WriteLine("That is an incorrect item id.");
                }
            }
            if (_players == null)
                _players = new List<Player>();
            _players.Add(player);
            Console.WriteLine("Player {0} [Lvl {1} | Job {2}] has been created.", player.Name, player.Level, player.Job);
        }