public void Kit(Player player, int kitId) { var inventory = player.Inventory; switch (kitId) { case 0: // Kit leather tier inventory.Boots = new ItemLeatherBoots(); inventory.Leggings = new ItemLeatherLeggings(); inventory.Chest = new ItemLeatherChestplate(); inventory.Helmet = new ItemLeatherHelmet(); break; case 1: // Kit gold tier inventory.Boots = new ItemGoldBoots(); inventory.Leggings = new ItemGoldLeggings(); inventory.Chest = new ItemGoldChestplate(); inventory.Helmet = new ItemGoldHelmet(); break; case 2: // Kit chain tier inventory.Boots = new ItemChainmailBoots(); inventory.Leggings = new ItemChainmailLeggings(); inventory.Chest = new ItemChainmailChestplate(); inventory.Helmet = new ItemChainmailHelmet(); break; case 3: // Kit iron tier inventory.Boots = new ItemIronBoots(); inventory.Leggings = new ItemIronLeggings(); inventory.Chest = new ItemIronChestplate(); inventory.Helmet = new ItemIronHelmet(); break; case 4: // Kit diamond tier inventory.Boots = new ItemDiamondBoots(); inventory.Leggings = new ItemDiamondLeggings(); inventory.Chest = new ItemDiamondChestplate(); inventory.Helmet = new ItemDiamondHelmet(); break; } // 0 = protection // 1 = Fire protection // 2 = Feather falling // 3 = Blast protection // 4 = Projectile protection // 5 = Thorns EnchantArmor(player.Inventory, 0, 2); var command = new ItemCommand(41, 0, delegate(ItemCommand itemCommand, Level level, Player arg3, BlockCoordinates arg4) { Log.Info("Clicked on command"); }); // Hotbar byte c = 0; //inventory.Slots[c++] = new ItemStack(command, 1); // Custom command block //2016 - 02 - 26 02:59:08,740[6] INFO MiNET.Client.MiNetClient - Item Type = Item, Id = 358, Metadata = 0, Count = 1, // ExtraData = TAG_Compound("tag"): 1 entries { // TAG_String("map_uuid"): "-4294967268" //} //inventory.Slots[c++] = new ItemItemFrame() { Count = 64 }; //inventory.Slots[c++] = new ItemBlock(new WoodenPlanks(), 0) { Count = 64 }; inventory.Slots[c++] = new ItemCompass(); // Wooden Sword inventory.Slots[c++] = new ItemWoodenSword(); // Wooden Sword inventory.Slots[c++] = new ItemStoneSword(); // Stone Sword inventory.Slots[c++] = new ItemGoldSword(); // Golden Sword inventory.Slots[c++] = new ItemIronSword(); // Iron Sword inventory.Slots[c++] = new ItemDiamondSword(); // Diamond Sword inventory.Slots[c++] = new ItemBow(); // Bow inventory.Slots[c++] = new ItemArrow {Count = 64}; // Arrows inventory.Slots[c++] = new ItemEgg {Count = 64}; // Eggs inventory.Slots[c++] = new ItemSnowball {Count = 64}; // Snowballs inventory.Slots[c++] = new ItemIronSword { ExtraData = new NbtCompound {new NbtList("ench") {new NbtCompound {new NbtShort("id", 9), new NbtShort("lvl", 1)}}} }; inventory.Slots[c++] = new ItemIronSword { ExtraData = new NbtCompound {{new NbtCompound("display") {new NbtString("Name", "test")}}} }; //inventory.Slots[c++] = new ItemEmptyMap { Count = 64 }; // Wooden Sword inventory.Slots[c++] = new ItemStoneAxe(); inventory.Slots[c++] = new ItemStoneAxe(); inventory.Slots[c++] = new ItemWoodenPickaxe(); inventory.Slots[c++] = new ItemBread {Count = 5}; //inventory.Slots[c++] = new ItemBlock(new Block(35), 0) {Count = 64}; //inventory.Slots[c++] = new ItemBucket(8); //inventory.Slots[c++] = ItemFactory.GetItem(39, 0) { Count = 1}; //inventory.Slots[c++] = ItemFactory.GetItem(40, 0), 4); //inventory.Slots[c++] = ItemFactory.GetItem(281, 0), 4); //for (byte i = 0; i < inventory.ItemHotbar.Length; i++) //{ // inventory.ItemHotbar[i] = i; //} player.SendPlayerInventory(); SendEquipmentForPlayer(player); SendArmorForPlayer(player); player.Level.BroadcastMessage(string.Format("Player {0} changed kit.", player.Username), type: MessageType.Raw); }
public void Kit(Player player, int kitId) { var inventory = player.Inventory; switch (kitId) { case 0: // Kit leather tier break; case 1: // Kit gold tier break; case 2: // Kit chain tier break; case 3: // Kit iron tier inventory.Boots = new ItemIronBoots(0); inventory.Leggings = new ItemIronLeggings(0); inventory.Chest = new ItemIronChestplate(0); inventory.Helmet = new ItemIronHelmet(0); break; case 4: // Kit diamond tier inventory.Boots = new ItemDiamondBoots(0); inventory.Leggings = new ItemDiamondLeggings(0); inventory.Chest = new ItemDiamondChestplate(0); inventory.Helmet = new ItemDiamondHelmet(0); break; } var command = new ItemCommand(41, 0, delegate(ItemCommand itemCommand, Level level, Player arg3, BlockCoordinates arg4) { Log.Info("Clicked on command"); }); // Hotbar byte c = 0; //inventory.Slots[c++] = new ItemStack(command, 1); // Wooden Sword inventory.Slots[c++] = new ItemStack(268, 1); // Wooden Sword inventory.Slots[c++] = new ItemStack(272, 1); // Stone Sword inventory.Slots[c++] = new ItemStack(283, 1); // Golden Sword inventory.Slots[c++] = new ItemStack(267, 1); // Iron Sword inventory.Slots[c++] = new ItemStack(276, 1); // Diamond Sword inventory.Slots[c++] = new ItemStack(261, 1); // Bow inventory.Slots[c++] = new ItemStack(262, 64); // Arrows inventory.Slots[c++] = new ItemStack(344, 64); // Eggs inventory.Slots[c++] = new ItemStack(332, 64); // Snowballs inventory.Slots[c++] = new ItemStack(new ItemChest(0), 1); inventory.Slots[c++] = new ItemStack(new ItemStoneAxe(0), 1); inventory.Slots[c++] = new ItemStack(new ItemWoodenPickaxe(0), 1); inventory.Slots[c++] = new ItemStack(new ItemBread(), 5); inventory.Slots[c++] = new ItemStack(new ItemBlock(new Block(35), 0), 64); inventory.Slots[c++] = new ItemStack(new ItemBucket(8), 1); //for (byte i = 0; i < inventory.ItemHotbar.Length; i++) //{ // inventory.ItemHotbar[i] = i; //} player.SendPlayerInventory(); SendEquipmentForPlayer(player); SendArmorForPlayer(player); player.Level.BroadcastMessage(string.Format("Player {0} changed kit.", player.Username), type: MessageType.Raw); }
public void Kit(Player player, int kitId) { var inventory = player.Inventory; switch (kitId) { case 0: // Kit leather tier break; case 1: // Kit gold tier break; case 2: // Kit chain tier break; case 3: // Kit iron tier inventory.Boots = new ItemIronBoots(); inventory.Leggings = new ItemIronLeggings(); inventory.Chest = new ItemIronChestplate(); inventory.Helmet = new ItemIronHelmet(); break; case 4: // Kit diamond tier inventory.Boots = new ItemDiamondBoots(); inventory.Leggings = new ItemDiamondLeggings(); inventory.Chest = new ItemDiamondChestplate(); inventory.Helmet = new ItemDiamondHelmet(); break; } var command = new ItemCommand(41, 0, delegate(ItemCommand itemCommand, Level level, Player arg3, BlockCoordinates arg4) { Log.Info("Clicked on command"); }); // Hotbar byte c = 0; //inventory.Slots[c++] = new ItemStack(command, 1); // Custom command block inventory.Slots[c++] = new ItemPotion(1); inventory.Slots[c++] = new ItemPotion(2); inventory.Slots[c++] = new ItemPotion(3); inventory.Slots[c++] = new ItemPotion(4); inventory.Slots[c++] = new ItemPotion(5); inventory.Slots[c++] = new ItemPotion(6); inventory.Slots[c++] = new ItemPotion(7); inventory.Slots[c++] = new ItemPotion(8); inventory.Slots[c++] = new ItemPotion(9); inventory.Slots[c++] = new ItemWoodenSword(); // Wooden Sword inventory.Slots[c++] = new ItemStoneSword(); // Stone Sword inventory.Slots[c++] = new ItemGoldSword(); // Golden Sword inventory.Slots[c++] = new ItemIronSword(); // Iron Sword inventory.Slots[c++] = new ItemDiamondSword(); // Diamond Sword inventory.Slots[c++] = new ItemBow(); // Bow inventory.Slots[c++] = ItemFactory.GetItem(262, 0, 64); // Arrows inventory.Slots[c++] = ItemFactory.GetItem(344, 0, 64); // Eggs inventory.Slots[c++] = ItemFactory.GetItem(332, 0, 64); // Snowballs Item item = ItemFactory.GetItem(267, 0, 64); item.ExtraData = new NbtCompound {new NbtList("ench") {new NbtCompound {new NbtShort("id", 0), new NbtShort("lvl", 2)}}}; inventory.Slots[c++] = item; inventory.Slots[c++] = new ItemChest(); inventory.Slots[c++] = new ItemStoneAxe(); inventory.Slots[c++] = new ItemWoodenPickaxe(); inventory.Slots[c++] = new ItemBread {Count = 5}; inventory.Slots[c++] = new ItemBlock(new Block(35), 0) {Count = 64}; inventory.Slots[c++] = new ItemBucket(8); //inventory.Slots[c++] = ItemFactory.GetItem(39, 0) { Count = 1}; //inventory.Slots[c++] = ItemFactory.GetItem(40, 0), 4); //inventory.Slots[c++] = ItemFactory.GetItem(281, 0), 4); //for (byte i = 0; i < inventory.ItemHotbar.Length; i++) //{ // inventory.ItemHotbar[i] = i; //} player.SendPlayerInventory(); SendEquipmentForPlayer(player); SendArmorForPlayer(player); player.Level.BroadcastMessage(string.Format("Player {0} changed kit.", player.Username), type: MessageType.Raw); }