public string GetTeamInfo(TeamCaptain captain, IEnumerable <ulong> players) { var resStr = ""; if (captain != null) { resStr += $"Captain: {MentionUtils.MentionUser(captain.UserId)}\n"; players = players.Where(x => x != captain.UserId).ToArray(); if (players.Any()) { resStr += $"Players: {string.Join("\n", RavenBOT.Common.Extensions.GetUserMentionList(players))}"; } } else { resStr += string.Join("\n", RavenBOT.Common.Extensions.GetUserMentionList(players)); } if (string.IsNullOrWhiteSpace(resStr)) { resStr = "UwU"; } return(resStr); }
public virtual async Task <(GameResult, string)> PickOneAsync(Database db, ShardedCommandContext context, GameResult game, SocketGuildUser[] users, TeamCaptain cap1, TeamCaptain cap2) { var uc = users.Count(); var teamCaptain = game.Picks % 2 == 0 ? cap1 : cap2; var offTeamCaptain = game.Picks % 2 == 0 ? cap2 : cap1; if (context.User.Id != teamCaptain.UserId) { await context.Channel.SendMessageAsync("", false, $"{context.User.Mention} - It is currently the other captains turn to pick.".QuickEmbed(Color.Red)); return(null, null); } if (uc == 0) { await context.Channel.SendMessageAsync("", false, $"{context.User.Mention} - You must specify a player to pick.".QuickEmbed(Color.Red)); return(null, null); } else if (uc != 1) { await context.Channel.SendMessageAsync("", false, $"{context.User.Mention} - You can only specify one player for this pick.".QuickEmbed(Color.Red)); return(null, null); } db.TeamPlayers.Add(GetPlayer(game, users[0], game.Picks % 2 == 0 ? 1 : 2)); var pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **1** player for the next pick."; return(game, pickResponse); }
public virtual async Task <(GameResult, string)> PickTwoAsync(Database db, ShardedCommandContext context, Lobby lobby, GameResult game, SocketGuildUser[] users, TeamCaptain cap1, TeamCaptain cap2) { var uc = users.Count(); //Lay out custom logic for 1-2-2-1-1... pick order. var teamCaptain = game.Picks % 2 == 0 ? cap1 : cap2; var offTeamCaptain = game.Picks % 2 == 0 ? cap2 : cap1; string pickResponse; if (game.Picks == 0) { //captain 1 turn to pick. if (context.User.Id != cap1.UserId) { await context.Channel.SendMessageAsync("", false, ("It is currently the team 1 captains turn to pick.".QuickEmbed(Color.Red))); return(null, null); } if (uc == 0) { await context.Channel.SendMessageAsync("", false, ("You must specify a player to pick.".QuickEmbed(Color.Red))); return(null, null); } else if (uc != 1) { await context.Channel.SendMessageAsync("", false, ("You can only specify one player for the initial pick.".QuickEmbed(Color.Red))); return(null, null); } db.TeamPlayers.Add(GetPlayer(game, users[0], 1)); pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **2** players for the next pick."; } else if (game.Picks == 1) { //cap 2 turn to pick. they get to pick 2 people. if (context.User.Id != cap2.UserId) { await context.Channel.SendMessageAsync("", false, ("It is currently the other captains turn to pick.".QuickEmbed(Color.Red))); return(null, null); } if (uc != 2) { await context.Channel.SendMessageAsync("", false, ("You must specify 2 players for this pick.".QuickEmbed(Color.Red))); return(null, null); } //Note adding a player multiple times (ie team captain to team 1) will not affect it because the players are a hashset. db.TeamPlayers.Add(GetPlayer(game, users[0], 2)); db.TeamPlayers.Add(GetPlayer(game, users[1], 2)); pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **2** players for the next pick."; } else if (game.Picks == 2) { //cap 2 turn to pick. they get to pick 2 people. if (context.User.Id != cap1.UserId) { await context.Channel.SendMessageAsync("", false, ("It is currently the other captains turn to pick.".QuickEmbed(Color.Red))); return(null, null); } if (uc != 2) { await context.Channel.SendMessageAsync("", false, ("You must specify 2 players for this pick.".QuickEmbed(Color.Red))); return(null, null); } //Note adding a player multiple times (ie team captain to team 1) will not affect it because the players are a hashset. db.TeamPlayers.Add(GetPlayer(game, users[0], 1)); db.TeamPlayers.Add(GetPlayer(game, users[1], 1)); pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **1** player for the next pick."; } else { if (context.User.Id != teamCaptain.UserId) { await context.Channel.SendMessageAsync("", false, ("It is currently the other captains turn to pick.".QuickEmbed(Color.Red))); return(null, null); } if (uc == 0) { await context.Channel.SendMessageAsync("", false, ("You must specify a player to pick.".QuickEmbed(Color.Red))); return(null, null); } else if (uc != 1) { await context.Channel.SendMessageAsync("", false, ("You can only specify one player for this pick.".QuickEmbed(Color.Red))); return(null, null); } db.TeamPlayers.Add(GetPlayer(game, users[0], game.Picks % 2 == 0 ? 1 : 2)); pickResponse = $"{MentionUtils.MentionUser(offTeamCaptain.UserId)} can select **1** player for the next pick."; } return(game, pickResponse); }
public override void Load() { AbnormalEffect effect = 0; AbnormalItem item = new PithyProfessional(effect); AddItem("UnusualPithyProfessional", item); AddEquipTexture(item, EquipType.Head, "UnusualPithyProfessional_Head", "Highlander/Items/Armor/PithyProfessional_Head"); item = new LegendaryLid(effect); AddItem("UnusualLegendaryLid", item); AddEquipTexture(item, EquipType.Head, "UnusualLegendaryLid_Head", "Highlander/Items/Armor/LegendaryLid_Head"); item = new BrassBucket(effect); AddItem("UnusualBrassBucket", item); AddEquipTexture(item, EquipType.Head, "UnusualBrassBucket_Head", "Highlander/Items/Armor/BrassBucket_Head"); item = new TeamCaptain(effect); AddItem("UnusualTeamCaptain", item); AddEquipTexture(item, EquipType.Head, "UnusualTeamCaptain_Head", "Highlander/Items/Armor/TeamCaptain_Head"); item = new StainlessPot(effect); AddItem("UnusualStainlessPot", item); AddEquipTexture(item, EquipType.Head, "UnusualStainlessPot_Head", "Highlander/Items/Armor/StainlessPot_Head"); item = new Hotrod(effect); AddItem("UnusualHotrod", item); AddEquipTexture(item, EquipType.Head, "UnusualHotrod_Head", "Highlander/Items/Armor/Hotrod_Head"); item = new StoutShako(effect); AddItem("UnusualStoutShako", item); AddEquipTexture(item, EquipType.Head, "UnusualStoutShako_Head", "Highlander/Items/Armor/StoutShako_Head"); item = new SamurEye(effect); AddItem("UnusualSamurEye", item); AddEquipTexture(item, EquipType.Head, "UnusualSamurEye_Head", "Highlander/Items/Armor/SamurEye_Head"); item = new OlSnaggletooth(effect); AddItem("UnusualOlSnaggletooth", item); AddEquipTexture(item, EquipType.Head, "UnusualOlSnaggletooth_Head", "Highlander/Items/Armor/OlSnaggletooth_Head"); item = new PyromancerMask(effect); AddItem("UnusualPyromancerMask", item); AddEquipTexture(item, EquipType.Head, "UnusualPyromancerMask_Head", "Highlander/Items/Armor/PyromancerMask_Head"); item = new HongKongCone(effect); AddItem("UnusualHongKongCone", item); AddEquipTexture(item, EquipType.Head, "UnusualHongKongCone_Head", "Highlander/Items/Armor/HongKongCone_Head"); item = new KillerExclusive(effect); AddItem("UnusualKillerExclusive", item); AddEquipTexture(item, EquipType.Head, "UnusualKillerExclusive_Head", "Highlander/Items/Armor/KillerExclusive_Head"); item = new TartanTyrolean(effect); AddItem("UnusualTartanTyrolean", item); AddEquipTexture(item, EquipType.Head, "UnusualTartanTyrolean_Head", "Highlander/Items/Armor/TartanTyrolean_Head"); item = new ColdfrontCommander(effect); AddItem("UnusualColdfrontCommander", item); AddEquipTexture(item, EquipType.Head, "UnusualColdfrontCommander_Head", "Highlander/Items/Armor/ColdfrontCommander_Head"); item = new SinnerShade(effect); AddItem("UnusualSinnerShade", item); AddEquipTexture(item, EquipType.Head, "UnusualSinnerShade_Head", "Highlander/Items/Armor/SinnerShade_Head"); item = new MightyMitre(effect); AddItem("UnusualMightyMitre", item); AddEquipTexture(item, EquipType.Head, "UnusualMightyMitre_Head", "Highlander/Items/Armor/MightyMitre_Head"); item = new CondorCap(effect); AddItem("UnusualCondorCap", item); AddEquipTexture(item, EquipType.Head, "UnusualCondorCap_Head", "Highlander/Items/Armor/CondorCap_Head"); item = new SurgeonShako(effect); AddItem("UnusualSurgeonShako", item); AddEquipTexture(item, EquipType.Head, "UnusualSurgeonShako_Head", "Highlander/Items/Armor/SurgeonShako_Head"); item = new ToySoldier(effect); AddItem("UnusualToySoldier", item); AddEquipTexture(item, EquipType.Head, "UnusualToySoldier_Head", "Highlander/Items/Armor/ToySoldier_Head"); item = new PatriotPeak(effect); AddItem("UnusualPatriotPeak", item); AddEquipTexture(item, EquipType.Head, "UnusualPatriotPeak_Head", "Highlander/Items/Armor/PatriotPeak_Head"); item = new Globetrotter(effect); AddItem("UnusualGlobetrotter", item); AddEquipTexture(item, EquipType.Head, "UnusualGlobetrotter_Head", "Highlander/Items/Armor/Globetrotter_Head"); item = new Anger(effect); AddItem("UnusualAnger", item); AddEquipTexture(item, EquipType.Head, "UnusualAnger_Head", "Highlander/Items/Armor/Anger_Head"); // Series 2 item = new DeadCone(effect); AddItem("UnusualDeadCone", item); AddEquipTexture(item, EquipType.Head, "UnusualDeadCone_Head", "Highlander/Items/Armor/Series2/DeadCone_Head"); item = new FruitShoot(effect); AddItem("UnusualFruitShoot", item); AddEquipTexture(item, EquipType.Head, "UnusualFruitShoot_Head", "Highlander/Items/Armor/Series2/FruitShoot_Head"); item = new FuriousFukaamigasa(effect); AddItem("UnusualFuriousFukaamigasa", item); AddEquipTexture(item, EquipType.Head, "UnusualFuriousFukaamigasa_Head", "Highlander/Items/Armor/Series2/FuriousFukaamigasa_Head"); item = new HeroHachimaki(effect); AddItem("UnusualHeroHachimaki", item); AddEquipTexture(item, EquipType.Head, "UnusualHeroHachimaki_Head", "Highlander/Items/Armor/Series2/HeroHachimaki_Head"); item = new HotDogger(effect); AddItem("UnusualHotDogger", item); AddEquipTexture(item, EquipType.Head, "UnusualHotDogger_Head", "Highlander/Items/Armor/Series2/HotDogger_Head"); item = new JanissaryKetche(effect); AddItem("UnusualJanissaryKetche", item); AddEquipTexture(item, EquipType.Head, "UnusualJanissaryKetche_Head", "Highlander/Items/Armor/Series2/JanissaryKetche_Head"); item = new Law(effect); AddItem("UnusualLaw", item); AddEquipTexture(item, EquipType.Head, "UnusualLaw_Head", "Highlander/Items/Armor/Series2/Law_Head"); item = new MediMask(effect); AddItem("UnusualMediMask", item); AddEquipTexture(item, EquipType.Head, "UnusualMediMask_Head", "Highlander/Items/Armor/Series2/MediMask_Head"); item = new SurgeonStahlhelm(effect); AddItem("UnusualSurgeonStahlhelm", item); AddEquipTexture(item, EquipType.Head, "UnusualSurgeonStahlhelm_Head", "Highlander/Items/Armor/Series2/SurgeonStahlhelm_Head"); item = new ToughStuffMuffs(effect); AddItem("UnusualToughStuffMuffs", item); AddEquipTexture(item, EquipType.Head, "UnusualToughStuffMuffs_Head", "Highlander/Items/Armor/Series2/ToughStuffMuffs_Head"); // Halloween Hats item = new CroneDome(effect); AddItem("UnusualCroneDome", item); AddEquipTexture(item, EquipType.Head, "UnusualCroneDome_Head", "Highlander/Items/Armor/Halloween/CroneDome_Head"); item = new Executioner(effect); AddItem("UnusualExecutioner", item); AddEquipTexture(item, EquipType.Head, "UnusualExecutioner_Head", "Highlander/Items/Armor/Halloween/Executioner_Head"); item = new Hellmet(effect); AddItem("UnusualHellmet", item); AddEquipTexture(item, EquipType.Head, "UnusualHellmet_Head", "Highlander/Items/Armor/Halloween/Hellmet_Head"); item = new InfernalImpaler(effect); AddItem("UnusualInfernalImpaler", item); AddEquipTexture(item, EquipType.Head, "UnusualInfernalImpaler_Head", "Highlander/Items/Armor/Halloween/InfernalImpaler_Head"); item = new MacabreMask(effect); AddItem("UnusualMacabreMask", item); AddEquipTexture(item, EquipType.Head, "UnusualMacabreMask_Head", "Highlander/Items/Armor/Halloween/MacabreMask_Head"); item = new OneWayTicket(effect); AddItem("UnusualOneWayTicket", item); AddEquipTexture(item, EquipType.Head, "UnusualOneWayTicket_Head", "Highlander/Items/Armor/Halloween/OneWayTicket_Head"); item = new SearedSorcerer(effect); AddItem("UnusualSearedSorcerer", item); AddEquipTexture(item, EquipType.Head, "UnusualSearedSorcerer_Head", "Highlander/Items/Armor/Halloween/SearedSorcerer_Head"); item = new SirPumpkinton(effect); AddItem("UnusualSirPumpkinton", item); AddEquipTexture(item, EquipType.Head, "UnusualSirPumpkinton_Head", "Highlander/Items/Armor/Halloween/SirPumpkinton_Head"); // OG Hats item = new PaperBag(effect); AddItem("UnusualPaperBag", item); AddEquipTexture(item, EquipType.Head, "UnusualPaperBag_Head", "Highlander/Items/Armor/PaperBag_Head"); item = new OpenMind(effect); AddItem("UnusualOpenMind", item); AddEquipTexture(item, EquipType.Head, "UnusualOpenMind_Head", "Highlander/Items/Armor/OpenMind_Head"); item = new Headless(effect); AddItem("UnusualHeadless", item); AddEquipTexture(item, EquipType.Head, "UnusualHeadless_Head", "Highlander/Items/Armor/Headless_Head"); item = new GuerrillaRebel(effect); AddItem("UnusualGuerrillaRebel", item); AddEquipTexture(item, EquipType.Head, "UnusualGuerrillaRebel_Head", "Highlander/Items/Armor/GuerrillaRebel_Head"); item = new SkiMask(effect); AddItem("UnusualSkiMask", item); AddEquipTexture(item, EquipType.Head, "UnusualSkiMask_Head", "Highlander/Items/Armor/SkiMask_Head"); item = new ImpregnableHelm(effect); AddItem("UnusualImpregnableHelm", item); AddEquipTexture(item, EquipType.Head, "UnusualImpregnableHelm_Head", "Highlander/Items/Armor/ImpregnableHelm_Head"); item = new NinjaHeadband(effect); AddItem("UnusualNinjaHeadband", item); AddEquipTexture(item, EquipType.Head, "UnusualNinjaHeadband_Head", "Highlander/Items/Armor/NinjaHeadband_Head"); item = new AutonomousOrb(effect); AddItem("UnusualAutonomousOrb", item); AddEquipTexture(item, EquipType.Head, "UnusualAutonomousOrb_Head", "Highlander/Items/Armor/AutonomousOrb_Head"); item = new MedicalMask(effect); AddItem("UnusualMedicalMask", item); AddEquipTexture(item, EquipType.Head, "UnusualMedicalMask_Head", "Highlander/Items/Armor/MedicalMask_Head"); item = new BloodWarriorMask(effect); AddItem("UnusualBloodWarriorMask", item); AddEquipTexture(item, EquipType.Head, "UnusualBloodWarriorMask_Head", "Highlander/Items/Armor/BloodWarriorMask_Head"); /**for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * PithyProfessional item = new PithyProfessional(effect); * AddItem(effect + "PithyProfessional", item); * AddEquipTexture(item, EquipType.Head, "PithyProfessional" + effect + "_Head", "Highlander/Items/Armor/PithyProfessional_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * LegendaryLid item = new LegendaryLid(effect); * AddItem(effect + "LegendaryLid", item); * AddEquipTexture(item, EquipType.Head, "LegendaryLid" + effect + "_Head", "Highlander/Items/Armor/LegendaryLid_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * BrassBucket item = new BrassBucket(effect); * AddItem(effect + "BrassBucket", item); * AddEquipTexture(item, EquipType.Head, "BrassBucket" + effect + "_Head", "Highlander/Items/Armor/BrassBucket_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * TeamCaptain item = new TeamCaptain(effect); * AddItem(effect + "TeamCaptain", item); * AddEquipTexture(item, EquipType.Head, "TeamCaptain" + effect + "_Head", "Highlander/Items/Armor/TeamCaptain_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * StainlessPot item = new StainlessPot(effect); * AddItem(effect + "StainlessPot", item); * AddEquipTexture(item, EquipType.Head, "StainlessPot" + effect + "_Head", "Highlander/Items/Armor/StainlessPot_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * Hotrod item = new Hotrod(effect); * AddItem(effect + "Hotrod", item); * AddEquipTexture(item, EquipType.Head, "Hotrod" + effect + "_Head", "Highlander/Items/Armor/Hotrod_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * StoutShako item = new StoutShako(effect); * AddItem(effect + "StoutShako", item); * AddEquipTexture(item, EquipType.Head, "StoutShako" + effect + "_Head", "Highlander/Items/Armor/StoutShako_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * SamurEye item = new SamurEye(effect); * AddItem(effect + "SamurEye", item); * AddEquipTexture(item, EquipType.Head, "SamurEye" + effect + "_Head", "Highlander/Items/Armor/SamurEye_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * OlSnaggletooth item = new OlSnaggletooth(effect); * AddItem(effect + "OlSnaggletooth", item); * AddEquipTexture(item, EquipType.Head, "OlSnaggletooth" + effect + "_Head", "Highlander/Items/Armor/OlSnaggletooth_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * PyromancerMask item = new PyromancerMask(effect); * AddItem(effect + "PyromancerMask", item); * AddEquipTexture(item, EquipType.Head, "PyromancerMask" + effect + "_Head", "Highlander/Items/Armor/PyromancerMask_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * HongKongCone item = new HongKongCone(effect); * AddItem(effect + "HongKongCone", item); * AddEquipTexture(item, EquipType.Head, "HongKongCone" + effect + "_Head", "Highlander/Items/Armor/HongKongCone_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * KillerExclusive item = new KillerExclusive(effect); * AddItem(effect + "KillerExclusive", item); * AddEquipTexture(item, EquipType.Head, "KillerExclusive" + effect + "_Head", "Highlander/Items/Armor/KillerExclusive_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * BombBeanie item = new BombBeanie(effect); * AddItem(effect + "BombBeanie", item); * AddEquipTexture(item, EquipType.Head, "BombBeanie" + effect + "_Head", "Highlander/Items/Armor/BombBeanie_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * TartanTyrolean item = new TartanTyrolean(effect); * AddItem(effect + "TartanTyrolean", item); * AddEquipTexture(item, EquipType.Head, "TartanTyrolean" + effect + "_Head", "Highlander/Items/Armor/TartanTyrolean_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * ColdfrontCommander item = new ColdfrontCommander(effect); * AddItem(effect + "ColdfrontCommander", item); * AddEquipTexture(item, EquipType.Head, "ColdfrontCommander" + effect + "_Head", "Highlander/Items/Armor/ColdfrontCommander_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * SinnerShade item = new SinnerShade(effect); * AddItem(effect + "SinnerShade", item); * AddEquipTexture(item, EquipType.Head, "SinnerShade" + effect + "_Head", "Highlander/Items/Armor/SinnerShade_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * MightyMitre item = new MightyMitre(effect); * AddItem(effect + "MightyMitre", item); * AddEquipTexture(item, EquipType.Head, "MightyMitre" + effect + "_Head", "Highlander/Items/Armor/MightyMitre_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * CondorCap item = new CondorCap(effect); * AddItem(effect + "CondorCap", item); * AddEquipTexture(item, EquipType.Head, "CondorCap" + effect + "_Head", "Highlander/Items/Armor/CondorCap_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * SurgeonShako item = new SurgeonShako(effect); * AddItem(effect + "SurgeonShako", item); * AddEquipTexture(item, EquipType.Head, "SurgeonShako" + effect + "_Head", "Highlander/Items/Armor/SurgeonShako_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * ToySoldier item = new ToySoldier(effect); * AddItem(effect + "ToySoldier", item); * AddEquipTexture(item, EquipType.Head, "ToySoldier" + effect + "_Head", "Highlander/Items/Armor/ToySoldier_Head"); * } * for (int i = 1; i < (int)AbnormalEffect.Max; i++) * { * AbnormalEffect effect = (AbnormalEffect)i; * PatriotPeak item = new PatriotPeak(effect); * AddItem(effect + "PatriotPeak", item); * AddEquipTexture(item, EquipType.Head, "PatriotPeak" + effect + "_Head", "Highlander/Items/Armor/PatriotPeak_Head"); * }**/ }