public Action_ChopTree() { Init(); actionID = "ChopTree"; VariationData ironAxe = new VariationData(); ironAxe.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.IronAxe); ironAxe.AddRequiredWorldState(WorldStateKey.bIsTreeAvailable, 1); ironAxe.AddSatisfyWorldState(WorldStateKey.eHasItem, (int)ItemType.Log); ironAxe.benefitingSkill = Skills.WoodCutting; ironAxe.workCost = 4f; ironAxe.range = 1f; variations.Add(ironAxe); VariationData stoneAxe = new VariationData(); stoneAxe.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.StoneAxe); stoneAxe.AddRequiredWorldState(WorldStateKey.bIsTreeAvailable, 1); stoneAxe.AddSatisfyWorldState(WorldStateKey.eHasItem, (int)ItemType.Log); stoneAxe.benefitingSkill = Skills.WoodCutting; stoneAxe.workCost = 12f; stoneAxe.range = 1f; variations.Add(stoneAxe); }
public Action_MakeAxe() { Init(); actionID = "MakeAxe"; VariationData ironAxe = new VariationData(); ironAxe.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.Iron); ironAxe.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.Wood); ironAxe.AddSatisfyWorldState(WorldStateKey.eHasItem, (int)ItemType.IronAxe); ironAxe.benefitingSkill = Skills.Smithing; ironAxe.workCost = 1f; ironAxe.range = 1f; variations.Add(ironAxe); VariationData stoneAxe = new VariationData(); stoneAxe.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.Stone); stoneAxe.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.Wood); stoneAxe.AddSatisfyWorldState(WorldStateKey.eHasItem, (int)ItemType.StoneAxe); stoneAxe.workCost = 4f; stoneAxe.range = 1f; variations.Add(stoneAxe); }
public Action_MineIron() { Init(); actionID = "MineIron"; VariationData ironPick = new VariationData(); ironPick.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.IronPickaxe); ironPick.AddSatisfyWorldState(WorldStateKey.eHasItem, (int)ItemType.Iron); ironPick.workCost = 5f; ironPick.range = 1f; variations.Add(ironPick); VariationData stonePick = new VariationData(); stonePick.AddRequiredWorldState(WorldStateKey.eHasItem, (int)ItemType.StoneAxe); stonePick.AddSatisfyWorldState(WorldStateKey.eHasItem, (int)ItemType.Iron); stonePick.workCost = 15f; stonePick.range = 1f; variations.Add(stonePick); }