public void ManifestPsiWeapon(string weaponOptions) { ++WeaponCounter; var ParentsEgo = ParentObject.Statistics["Ego"].Modifier; var ParentsLevel = ParentObject.Statistics["Level"].BaseValue; var ParentsCharges = ParentObject.Statistics["PsiCharges"].BaseValue; string WeaponBPToBeManifested = null; GameObject WeaponObjToBeManifested = null; PsiCost = 2; NewPsiCost = PsiCost * WeaponCounter; if (NewPsiCost > ParentsCharges) { AddPlayerMessage("You lack enough maximum charges to forge another weapon."); if (WeaponCounter > 0) { --WeaponCounter; } return; } else if (weaponOptions == "Long Sword") { // AddPlayerMessage("Long Sword Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Long Sword"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Long Sword2"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel Long Sword"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Long Sword3"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Long Sword4"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Long Sword5"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Long Sword6"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Long Sword7"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Long Sword8"; } } } else if (weaponOptions == "Short Sword") { // AddPlayerMessage("Short Sword Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Short Sword"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Short Sword2"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel Short Sword"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Short Sword3"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Short Sword4"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Short Sword5"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Short Sword6"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Short Sword7"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Short Sword8"; } } } else if (weaponOptions == "Great Sword") { // AddPlayerMessage("Great Sword Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Two-Handed Sword"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Long Sword2th"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel Long Swordth"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Long Sword3th"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Long Sword4th"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Long Sword5th"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Long Sword6th"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Long Sword7th"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Long Sword8th"; } } } else if (weaponOptions == "Dagger") { // AddPlayerMessage("Dagger Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Dagger"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Dagger2"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel Dagger"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Dagger3"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Dagger4"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Dagger5"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Dagger6"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Dagger7"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Dagger8"; } } } else if (weaponOptions == "Cudgel") { // AddPlayerMessage("Cudgel Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Club"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Mace2"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel War Hammer"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Cudgel3"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Cudgel4"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Cudgel5"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Cudgel6"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Cudgel7"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Cudgel8"; } } } else if (weaponOptions == "Great Hammer") { // AddPlayerMessage("Great Hammer Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Walking Stick"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Shillelagh"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel War Hammerth"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Cudgel3th"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Cudgel4th"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Cudgel5th"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Cudgel6th"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Cudgel7th"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Cudgel8th"; } } } else if (weaponOptions == "Axe") { // AddPlayerMessage("Axe Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Battle Axe"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Battle Axe2"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel Battle Axe"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Battle Axe3"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Battle Axe4"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Battle Axe5"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Battle Axe6"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Battle Axe7"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Battle Axe8"; } } } else if (weaponOptions == "Great Axe") { // AddPlayerMessage("Great Axe Branch Selected"); if (WeaponBPToBeManifested == null) { if (ParentsEgo + ParentsLevel <= 3) { // AddPlayerMessage("Return Tier 1"); WeaponBPToBeManifested = "Iron Vinereaper"; } else if (ParentsEgo + ParentsLevel <= 7) { // AddPlayerMessage("Return Tier 2"); WeaponBPToBeManifested = "Steel Vinereaper"; } else if (ParentsEgo + ParentsLevel <= 10) { // AddPlayerMessage("Return Tier Steel"); WeaponBPToBeManifested = "Steel Battle Axeth"; } else if (ParentsEgo + ParentsLevel <= 13) { // AddPlayerMessage("Return Tier 3"); WeaponBPToBeManifested = "Battle Axe3th"; } else if (ParentsEgo + ParentsLevel <= 17) { // AddPlayerMessage("Return Tier 4"); WeaponBPToBeManifested = "Battle Axe4th"; } else if (ParentsEgo + ParentsLevel <= 20) { // AddPlayerMessage("Return Tier 5"); WeaponBPToBeManifested = "Battle Axe5th"; } else if (ParentsEgo + ParentsLevel <= 23) { // AddPlayerMessage("Return Tier 6"); WeaponBPToBeManifested = "Battle Axe6th"; } else if (ParentsEgo + ParentsLevel <= 26) { // AddPlayerMessage("Return Tier 7"); WeaponBPToBeManifested = "Battle Axe7th"; } else if ((ParentsEgo + ParentsLevel) >= 27) { // AddPlayerMessage("Return Tier 8"); WeaponBPToBeManifested = "Battle Axe8th"; } } } if (WeaponObjToBeManifested == null) { // AddPlayerMessage("Begin Manifest Weapon"); WeaponObjToBeManifested = GameObject.create(WeaponBPToBeManifested); if (ParentObject.GetFirstBodyPart("Hand").Equipped == null) { // AddPlayerMessage("Weapon equipped."); ParentObject.GetFirstBodyPart("Hand").Equip(WeaponObjToBeManifested); WeaponObjToBeManifested.AddPart <PsionicWeapon>(); WeaponObjToBeManifested.id = PsiWeaponsID; // Event e = Event.New("PsionicWeaponManifestedEvent", "ColorChoice", colorChoice, "ManifestedWeapon", WeaponObjToBeManifested); Event e = Event.New("PsionicWeaponManifestedEvent", "ManifestedWeapon", WeaponObjToBeManifested); WeaponObjToBeManifested.FireEvent(e); // WeaponObjToBeManifested.pRender.TileColor = GetWeaponTileColor($"&{colorChoice}"); // WeaponObjToBeManifested.pRender.ColorString = GetWeaponTileColor($"&{colorChoice}"); } else { // AddPlayerMessage("Weapon is added to Inventory."); ParentObject.Inventory.AddObject(WeaponObjToBeManifested); WeaponObjToBeManifested.AddPart <PsionicWeapon>(); WeaponObjToBeManifested.id = PsiWeaponsID; // Event e = Event.New("PsionicWeaponManifestedEvent", "ColorChoice", colorChoice, "ManifestedWeapon", WeaponObjToBeManifested); Event e = Event.New("PsionicWeaponManifestedEvent", "ManifestedWeapon", WeaponObjToBeManifested); WeaponObjToBeManifested.FireEvent(e); // WeaponObjToBeManifested.pRender.TileColor = GetWeaponTileColor($"&{colorChoice}"); // WeaponObjToBeManifested.pRender.ColorString = GetWeaponTileColor($"&{colorChoice}"); } } }