public void SetResting(bool isResting) { if (isResting != this.IsResting() & isResting && this.CanMerge()) { List <Collider> list = (List <Collider>)Pool.GetList <Collider>(); Vis.Colliders <Collider>(((Component)this).get_transform().get_position(), 0.5f, list, 512, (QueryTriggerInteraction)2); using (List <Collider> .Enumerator enumerator = list.GetEnumerator()) { while (enumerator.MoveNext()) { BaseEntity baseEntity = ((Component)enumerator.Current).get_gameObject().ToBaseEntity(); if (Object.op_Implicit((Object)baseEntity)) { FireBall server = baseEntity.ToServer <FireBall>(); if (Object.op_Implicit((Object)server) && server.CanMerge() && Object.op_Inequality((Object)server, (Object)this)) { server.Invoke(new Action(this.Extinguish), 1f); server.canMerge = false; this.AddLife(server.TimeLeft() * 0.25f); } } } } // ISSUE: cast to a reference type Pool.FreeList <Collider>((List <M0>&) ref list); } this.SetFlag(BaseEntity.Flags.OnFire, isResting, false, true); }
protected override IEnumerator SkillUpdate(Animator animator) { if (Input.GetKey(KeyCode.K) && force >= 50) { force -= 1; fireBallInstance.UpdateVols((initialForce - force) / (initialForce - 50)); yield return(new WaitForEndOfFrame()); damageVal += 0.5f; StartCoroutine(SkillUpdate(animator)); } else { fireBallInstance.WhenBeReleased(); if (force <= 150) { hero.audioCtrler.PlaySound(word); } fireBallInstance.GetComponent <FireBall>().damage = new RagnarosDamage((int)damageVal, damageType, gameObject.layer); animator.SetBool("Fireball_low", false); yield return(new WaitForSeconds(0.5f)); fireBallInstance.transform.SetParent(GameController.instance.gameObject.transform); fireBallInstance.GetComponent <Rigidbody>().AddForce(-force, 0, 0); yield return(new WaitForEndOfFrame()); force = initialForce; fireBallInstance = null; } }
private void Fire(eDirection dir) { GameObject gObj = Instantiate(fireBall, projectileSpawnPos.position, Quaternion.identity); FireBall fb = gObj.GetComponent <FireBall>(); fb.direction = dir; }
override protected void InitSkills(Transform owner) { Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>()); Transform attackPoint = owner.GetChild(2); Fist fist = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100); Shuriken shuriken = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); Grenade grenade = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint); _skills.set((int)AbilityType.Stype.None, fist); _skills.set((int)AbilityType.Stype.None, shuriken); _skills.set((int)AbilityType.Stype.None, grenade); FireBall fireBall = new FireBall(owner, "FireBall", 35, 3, 15, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); _skills.set((int)AbilityType.Stype.Fire, fist); _skills.set((int)AbilityType.Stype.Fire, fireBall); Tornado tornado = new Tornado(owner, "Tornado", 100, 0, 20, 15, Skill.SkillType.OnArea, 5, 5); _skills.set((int)AbilityType.Stype.Wind, fist); _skills.set((int)AbilityType.Stype.Wind, tornado); }
// Use this for initialization void Awake() { firstAbility = new FireBall(); secondAbility = new FireShield(); thirdAbility = new FireStorm(); stats = GetComponent <AbstractPlayerStats>(); }
public void SwipeAttack() { GameObject gObj = Instantiate(fireBall, transform.position, Quaternion.identity); FireBall fb = gObj.GetComponent <FireBall>(); if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { if (lp.x > fp.x) { // Swiped Right fb.direction = FireBall.eDirection.RIGHT; } else { // Swiped Left fb.direction = FireBall.eDirection.LEFT; } } else { if (lp.y > fp.y) { // Swiped Up fb.direction = FireBall.eDirection.UP; } else { // Swiped Down fb.direction = FireBall.eDirection.DOWN; } } }
public override void ownAction(GameObject go) { // shoot a fireball with a given fire rate if (timingFire <= 0f) { timingFire = rateOfFire; GameObject newGO = GameObject.Instantiate(getArtifact(), player.getFirePivot().position, Quaternion.identity) as GameObject; // deactivate it so it doesn't interact with current game object creator #if UNITY_4_AND_LATER newGO.SetActive(false); #else newGO.active = false; #endif newGO.tag = "PowerUp"; FireBall fireball = newGO.GetComponent <FireBall>(); fireball.setDestroyTime(getDestroyTime()); fireball.setBouncing(true); fireball.setDir(player.getFireDir()); fireball.setSpeed(getPower()); fireball.addTargetLayer(LayerMask.NameToLayer(Layers.POWER_UP)); newGO.transform.parent = null; #if UNITY_4_AND_LATER newGO.SetActive(true); #else newGO.active = true; #endif use(); } }
static void Main(string[] args) { SpellsBook book = new SpellsBook(); WhirlWind spell1 = new WhirlWind(); FireBall spell2 = new FireBall(); book.AddSpell(spell1); book.AddSpell(spell2); Wizard gandalf = new Wizard("Gandalf"); gandalf.AddItem(new Staff()); gandalf.AddItem(book); Dwarf gimli = new Dwarf("Gimli"); gimli.AddItem(new Axe()); gimli.AddItem(new Helmet()); gimli.AddItem(new Shield()); Console.WriteLine($"Gimli has {gimli.Health} HP points"); Console.WriteLine($"Gandalf attacks Gimli with {gandalf.AttackValue} points."); gimli.ReceiveAttack(gandalf.AttackValue); Console.WriteLine($"Gimli has {gimli.Health} HP"); gimli.Cure(); Console.WriteLine($"Gimli has {gimli.Health} HP"); }
void checkInputs() { if (Input.GetKey(KeyCode.H)) { restoreHealth(); } if (attacking && Time.time - attackTime >= .25) { attacking = false; endAttack(); } if (Input.GetKeyDown(KeyCode.Space)) { attack(); } else if (Input.GetKeyDown(KeyCode.S) && bullets > 0) { bulletDisplay.GetComponent <BulletCountScript>().setBullets(--bullets); shoot(); } else if (Input.GetKeyDown(KeyCode.F) && currentMana - FireBall.GetComponent <FireBallScript>().getManaCost() >= 0) { currentMana -= FireBall.GetComponent <FireBallScript>().getManaCost(); manaBar.GetComponent <ManaBarScript>().setMana(currentMana); shootFire(); } else if (!attacking) { sword.noAttack(); bc.offset = new Vector2(0f, 0f); movement(); } }
public void castProjectile() { FireBall fireBallInstance = Instantiate(fireBall, projectileSpawn.position, projectileSpawn.rotation); fireBallInstance.damage = damageToGive; fireBallInstance.direction = projectileSpawn.forward; }
public void attackSpells(Characters attacker, Characters defender) { FireBall f = new FireBall(); if (attacker.Mana >= f.ManaCost) { attacker.Mana -= f.ManaCost; int damage = attacker.SpellPower + f.Damage; if (defender.HasDefended == true) { damage = damage / 2; defender.HasDefended = false; } int finalDamage = attacker.SpellPower - defender.MagicDefense; if (finalDamage <= 0) { finalDamage = 0; } defender.Health -= finalDamage; if (defender.Health == 0 || defender.Health <= 0) { defender.Health = 0; kill(attacker, defender); } } }
public void SetResting(bool isResting) { if (isResting != this.IsResting() & isResting && this.CanMerge()) { List <Collider> list = Pool.GetList <Collider>(); Vis.Colliders <Collider>(base.transform.position, 0.5f, list, 512, QueryTriggerInteraction.Collide); foreach (Collider collider in list) { BaseEntity baseEntity = collider.gameObject.ToBaseEntity(); if (!baseEntity) { continue; } FireBall server = baseEntity.ToServer <FireBall>(); if (!server || !server.CanMerge() || !(server != this)) { continue; } server.Invoke(new Action(this.Extinguish), 1f); server.canMerge = false; this.AddLife(server.TimeLeft() * 0.25f); } Pool.FreeList <Collider>(ref list); } base.SetFlag(BaseEntity.Flags.OnFire, isResting, false, true); }
private void Fire() { if (Input.GetKeyDown(KeyCode.F)) { if (_mana >= 15) { ApplyImpact(-15); _FBClone = Instantiate(_fireBall, new Vector3(_shootingPoint.position.x, _shootingPoint.position.y, 0), transform.rotation); _FBClone.transform.localScale = _shootingPoint.localScale; switch (_spell) { case SpellType.Damage: _FBClone.SetColor(Color.red); break; case SpellType.Heal: _FBClone.SetColor(Color.green); break; } _text.text = _mana.ToString(); } } }
public void CastProjectile() { FireBall fireballInstance = Instantiate(fireBall, ProjectileSpawn.position, ProjectileSpawn.rotation); fireballInstance.Direction = ProjectileSpawn.forward; fireballInstance.Damage = CurrentDamage; }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); hitHandler = (position, scale) => CalculateDistanceToDie(position, scale); Hero_Controller.onHit += hitHandler; ball = Resources.Load <FireBall>("FireBall"); InvokeRepeating("Shot", 1f, 2f); }
// Use this for initialization void Start() { points = GameObject.FindGameObjectsWithTag("TelePoint"); player = GameObject.FindGameObjectWithTag("Player"); initiate(6f, 8f, 50, 50, 0); tele = GetComponent <Teleport>(); fb = GetComponent <FireBall>(); }
private void RemoveFireBall(FireBall fireBall) { if (fireBall == null || (fireBall?.IsDestroyed ?? true)) { return; } fireBall.Kill(); }
public void PerformCastAttack() { GameObject fireBallObj = Instantiate(fireBallPreFab, castPoint.position, castPoint.rotation); FireBall fireBall = fireBallObj.GetComponent <FireBall>(); fireBall.setEnemyLayers(enemyLayers); fireBall.setFriendlyLayers(friendlyLayers); fireBall.setFacingRight(m_FacingRight); }
public void EnemyShooting() { //Disparo enemigo FireBall newFireBall = Instantiate(_fireShoot); newFireBall.transform.position = _shootPoint.transform.position; newFireBall.GetComponent <Rigidbody2D>().AddForce(Vector2.right * -this.transform.localScale.x * _shootForce, ForceMode2D.Impulse); newFireBall.SetDamage(_fireBallDamage); }
public ReadyToBeSpatState(FireBall fireBall) { this.fireBall = fireBall; this.fireBall.IsCollidable = false; this.fireBall.XSpeed = 0.0f; this.fireBall.YSpeed = 0.0f; this.fireBall.gravity.Disable(); this.fireBall.Sprite = new NullSprite(null, new Point(), new Point()); }
//======================================================================================== FIREBALL public IEnumerator FireBallCoroutine() { isAttacking = true; anim.SetTrigger("LineFireBallShrink"); FxFireLeft.SetActive(true); FxFireRight.SetActive(true); yield return(new WaitForSeconds(4.2f)); FxFireLeft.SetActive(false); FxFireRight.SetActive(false); Vector3 target = aimedPlayer.transform.position; Vector3 fireBallStartingPoint = transform.position + new Vector3(0f, 8.5f, 0f);// + 2.8f * dir; GameObject projectileFireBall = Instantiate(fireBallPrefab, fireBallStartingPoint, Quaternion.identity); FireBall fireBall = projectileFireBall.GetComponent <FireBall>(); float travelTime = 0; if (fireBall != null) { fireBall.Init(fireBallDamage, fireBallDamageExplosion, fireBallRangeExplosion, fireBallSpeed); travelTime = fireBall.Launch(target + new Vector3(0f, 1.5f, 0f), fireBallStartingPoint);//offset so the fireball aims for the body of the player and not his/her feet } soundEmitter.PlaySound(1); //show indicator feedback //instanciate the fireball indicator GameObject fireBallIndicator = Instantiate(fireBallProjector, target + new Vector3(0f, 1.5f, 0f), Quaternion.identity) as GameObject; projectorList.Add(fireBallIndicator); fireBallProjector.transform.GetChild(0).gameObject.GetComponent <Projector>().orthographicSize = fireBallRangeExplosion * toleranceCoef; float timeStamp = Time.time; Color tempColor = Color.red; while (Time.time - timeStamp < travelTime) { //alpha starting from 0 finishing to 0.5 tempColor.a = ((Time.time - timeStamp) / electricAoeTimeBetweenFeedbackAndCast) / 2; fireBallIndicator.transform.GetChild(0).gameObject.GetComponent <Projector>().material.color = tempColor; yield return(new WaitForEndOfFrame()); } yield return(new WaitUntil(() => fireBall.willBeDestroyed)); Destroy(fireBallIndicator); soundEmitter.PlaySound(2); nextAttack = Time.time + Random.Range(minWaitTime, maxWaitTime); isAttacking = false; }
private void CreateFireBall() { GameObject _fireBall = Instantiate(fireBall, transform.position, Quaternion.identity); FireBall _ball = _fireBall.GetComponent <FireBall>(); Vector3 _randomVec = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)).normalized; _ball.SetVelocity(_randomVec, 0.5f); _ball.SetRemoveTime(4); }
// Update is called once per frame void Update() { //Select spell if (Input.GetKeyDown(KeyCode.Alpha1)) { fire = true; lightning = false; } else if (Input.GetKeyDown(KeyCode.Alpha2)) { fire = false; lightning = true; } //Use spell if (!InputManager.isPaused && Input.GetMouseButtonDown(0)) { if (fire == true && fireCoolDown <= 0) { FireBall ball = new FireBall(); Rigidbody clone; clone = Instantiate(fireBall, new Vector3(d.transform.position.x, d.transform.position.y, -1), Quaternion.identity); clone.velocity = transform.TransformDirection(Vector3.right * 10); fireCoolDown = 1; } if (lightning == true && lightningCoolDown <= 0) { Lightning bolt = new Lightning(); if (lightningCreate == false) { lightningBolt = Instantiate(lightningBolt, new Vector3(d.transform.position.x, d.transform.position.y, 0), Quaternion.identity); lightningCreate = true; } buttonHold = true; lightningCoolDown = 10; } } //Cooldowns fireCoolDown -= Time.deltaTime; lightningCoolDown -= Time.deltaTime; if (Input.GetMouseButtonUp(0)) { buttonHold = false; } if (buttonHold == true) { lightningBolt.transform.position = d.transform.position; } else { lightningBolt.transform.position = new Vector3(0, 10, 0); } }
private void MakeFireBall() //makes the fire ball { if (playerInventory.currentMagic > 0) //if player still got magic in the magic bar { Vector2 temp = new Vector2(animator.GetFloat("moveX"), animator.GetFloat("moveY")); //for the blend tree animation of the fireBall FireBall fireBall = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent <FireBall>(); //makes a fireBall clone thats in the player position fireBall.Setup(temp, ChooseFireBallDirection()); //for moving the fire ball in reduceMagic.Raise(); //send signal to decrease magic player has } }
public void Shooting() { FireBall newFireBall = Instantiate(_fireShoot); newFireBall.transform.position = _shootPoint.transform.position; newFireBall.transform.localScale = this.transform.localScale; AudioSource.PlayClipAtPoint(_shootClip, this.transform.position); newFireBall.GetComponent <Rigidbody2D>().AddForce(Vector2.right * this.transform.localScale.x * _shootForce, ForceMode2D.Impulse); newFireBall.SetDamage(_fireBallDamage); }
void Update() { if (Input.GetKeyDown(KeyCode.RightShift) && player.isFlower) { FireBall ball = Instantiate(FireBall, gameObject.transform.position, gameObject.transform.rotation).GetComponent <FireBall>(); ball.timeInGame = Time.time + ball.lifeTime; ball.Shoot(); ball.rb.useGravity = true; } }
void CastSpell(Vector2 target) { playerData.mana = playerData.mana - playerData.spellCost; GameObject projectile = Instantiate(playerData.fireball, gameObject.transform.position, Quaternion.identity, GameObject.FindGameObjectWithTag("Static").transform); FireBall fireballProjectile = projectile.GetComponent <FireBall>(); fireballProjectile.target = target; fireballProjectile.Fly(); }
public DestroyedFireBallState(FireBall fireBall) { this.fireBall = fireBall; this.fireBall.gravity.Disable(); this.fireBall.XSpeed = 0.0f; this.fireBall.YSpeed = 0.0f; this.fireBall.Sprite = this.fireBall.SpriteFactory.CreateProduct(EffectTypes.FireWork); this.fireBall.IsCollidable = false; this.fireWorks = (OneShotAtlasSprite)this.fireBall.Sprite; }
public override void StartSkill(Animator animator) { StartCdColding(); if (fireBallInstance == null) { damageVal = initialDamage; fireBallInstance = KOFItem.InstantiateByPool(fireBall, leftHand.transform, gameObject.layer); StartCoroutine(SkillUpdate(animator)); } }
void Fire() { FireBall newFireBall = Instantiate(_fireShoot); newFireBall.transform.position = _shootPoint.transform.position; Vector2 _playerPosition = (_player.transform.position + correction) - _shootPoint.transform.position; newFireBall.GetComponent <Rigidbody2D>().AddForce(_playerPosition * _shootForce, ForceMode2D.Impulse); newFireBall.SetDamage(_fireBallDamage); }
// Use this for initialization void Start () { playerHeart = GameObject.FindObjectOfType<PlayerHeart>(); boomBitch = GetComponent<PointEffector2D>(); fireAbilityParticle = GetComponent<ParticleSystem>(); emission = fireAbilityParticle.emission; emission.enabled = false; boomBitch.enabled = false; firePlayer = GameObject.FindObjectOfType<Player>(); fireBall = GameObject.FindObjectOfType<FireBall>(); theGrad = fireAbilityParticle.colorOverLifetime; grads = GetComponent<FlickerGradients>(); }
void ReleaseFireBall(HandModel hand){ if (currentFireBall && IsCastingStarted && !HandRecog.IsHandClenchingNonStrict (hand, clenchingAngle) && hand.GetLeapHand().Confidence > confidenceLevel) { currentFireBall.Release (hand.GetPalmDirection (), 5.0f); IsCastingStarted = false; currentFireBall = null; spellControl.ReleaseCastingControl (); } }
void CastFireBall(HandModel hand){ if (!IsCastingStarted && hand.GetLeapHand().Confidence >= confidenceLevel && !spellControl.SpellCasting()) { spellControl.SpellCasting (); IsCastingStarted = true; currentFireBall = GameObject.Instantiate (fireBallPrefab, GetFireBallSpawnPosition (hand, fireBallSpawnLocation), hand.gameObject.transform.rotation) as FireBall; //currentFireBall.transform.SetParent (handController.transform); } }
public override ISkill CreateSkill(string skillName) { ISkill skill = null; if (skillName.ToLower().Equals("magicmissile")) { skill = new MagicMissile(); } else if (skillName.ToLower().Equals("fireball")) { skill = new FireBall(); } return skill; }
public void MarioShoot() { if (mario.canShoot) { mario.canShoot = false; FireBall projectile = new FireBall(level, mario.isMovingRight, mario.location); level.marioProjectileList.Add(projectile); level.game.sounds.FireBall(); } }
// //Creates fireball object // void makeFireball() { // //Create fireBall // fireBall = (GameObject) Instantiate(PrefabStore.fireBall); fireBall.transform.eulerAngles = transform.eulerAngles; fireBall.transform.position = transform.position; fireBallScript = fireBall.GetComponent<FireBall>(); fireBallScript.speed = fireBallScript.speed+forwardSpeed*2; // //Create fireSpray // fireSpray = (GameObject) Instantiate(PrefabStore.fireSpray); fireSpray.transform.eulerAngles = transform.eulerAngles; fireSpray.transform.position = transform.position; fireSpray.transform.Translate(Vector3.forward*1); // //Adjust particle system of fireSpray object // fireSprayParticle = fireSpray.GetComponent<ParticleSystem>(); fireSprayParticle.startSpeed = 60+forwardSpeed*2; fireSprayParticle.Emit(50); }
private void setItemOld() { var ret = new ItemBasis[12]; ret[0] = new IronSword(); (ret[0] as EquipmentItemBasis).init(2); ret[1] = new WoodArrow(); ret[2] = new ConfusionPotion(); ret[3] = new ParalyzePotion(); ret[4] = new SleepPotion(); ret[5] = new PoisonPotion(); ret[6] = new AntiPoisonPotion(); ret[7] = new DragonPotion(); ret[8] = new FirePotion(); ret[9] = new BullRush(5); ret[10] = new FireBall(5); ret[11] = new BombPot(); Commodities.Add(new BronzeShield()); Commodities.AddRange(ret); Commodities.Add(new WoodFlooring()); Commodities.Add(new WoodPillar()); Commodities.Add(new WoodWall()); Commodities.Add(new MiddleBread()); Commodities.Add(new HealPotion2()); Commodities.Add(new Water()); Commodities.Add(new WarpPotion()); Commodities.Add(new STRUpPotion()); Commodities.Add(new HPUpPotion()); Commodities.Add(new HungerUpPotion()); Commodities.Add(new HungerDownPotion()); Commodities.Add(new SpeedUpPotion()); Commodities.Add(new LevelDownPotion2()); Commodities.Add(new LevelUpPotion2()); Commodities.Add(new HealPotion3()); Commodities.Add(new PerceptionPotion()); Commodities.Add(new BlindPotion()); // Commodities.Add(new LargeBread()); Commodities.Add(new VeryLargeBread()); // Commodities.Add(new AppraiseBook()); Commodities.Add(new BakeryBook()); Commodities.Add(new ConfusionBook()); Commodities.Add(new CoatBook()); Commodities.Add(new DontMoveBook()); Commodities.Add(new EnemeyGatherBook()); Commodities.Add(new EscapeBook()); Commodities.Add(new ExorcismBook()); Commodities.Add(new HawkEyeBook()); Commodities.Add(new ItemGatherBook()); Commodities.Add(new NoTitleBook()); Commodities.Add(new PotExpantionBook()); Commodities.Add(new PotHardeningBook()); Commodities.Add(new Inazuma()); Commodities.Add(new RockFallBook()); Commodities.Add(new WeaponEnchantmentBook()); Commodities.Add(new ShieldEnchantmentBook()); Commodities.Add(new SleepBook()); Commodities.Add(new TrapDestroyBook()); Commodities.Add(new TrapMakeBook()); Commodities.Add(new Suidashi()); // Commodities.Add(new DecoyCane()); Commodities.Add(new SealedCane()); Commodities.Add(new AtkDownCane()); Commodities.Add(new DefDownCane()); Commodities.Add(new BombCane()); Commodities.Add(new HealCane()); Commodities.Add(new ExciteCane()); Commodities.Add(new LevelUpCana()); Commodities.Add(new LevelDownCane()); Commodities.Add(new MissedSwingCana()); Commodities.Add(new PalliativeCane()); Commodities.Add(new ParalyzeCane()); Commodities.Add(new PullOnCane()); Commodities.Add(new SnatchCane()); Commodities.Add(new SpeedUpCane()); Commodities.Add(new SpeedDownCane()); Commodities.Add(new SwapHpCane()); Commodities.Add(new SwapPositionCane()); Commodities.Add(new TenFeetStick()); // Commodities.Add(new AppraisePot()); Commodities.Add(new CompositionPot()); Commodities.Add(new CursingPot()); Commodities.Add(new EnhancedPot()); Commodities.Add(new WeakenedPot()); Commodities.Add(new ExoricismPot()); Commodities.Add(new HealPot()); Commodities.Add(new ItemChangePot()); Commodities.Add(new MaterialPot()); Commodities.Add(new SoldPot()); Commodities.Add(new VanilaPot()); Commodities.Add(new VoidPot()); Commodities.Add(new WarehousePot()); // Commodities.Add(new IronArrow()); Commodities.Add(new SilverArrow()); Commodities.Add(new PoisonArrow()); Commodities.Add(new SagittariusArrow()); // Commodities.Add(new TestBangle()); Commodities.Add(new AntiPoisonBangle()); Commodities.Add(new AntiParalyzeBangle()); Commodities.Add(new AntiSleepBangle()); Commodities.Add(new AntiConfusionBangle()); Commodities.Add(new LongCastBangle()); Commodities.Add(new STRUpBangle()); Commodities.Add(new HealBangle()); Commodities.Add(new AutoWarpBangle()); Commodities.Add(new ExorcismBangle()); Commodities.Add(new AutoExpGainBangle()); Commodities.Add(new BombBangle()); Commodities.Add(new ItemClairvoyanceBangle()); Commodities.Add(new EnemyClairvoyanceBangle()); Commodities.Add(new HawkEyeBangle()); Commodities.Add(new AutoAppraiseBangle()); Commodities.Add(new WallWalkBangle()); Commodities.Add(new SneakWalkBangle()); Commodities.Add(new CriticalBangle()); Commodities.Add(new PainBlowBangle()); //// Commodities.Add(new IronSield()); Commodities.Add(new TowerShield()); Commodities.Add(new TurtleShield()); Commodities.Add(new AegisShield()); Commodities.Add(new DragonSteelShield()); Commodities.Add(new PotLidShield()); Commodities.Add(new OldShield()); Commodities.Add(new MagicReflectionShield()); Commodities.FindAll(item => !item.IsInitalized).ForEach(item => item.init()); }