public SimulationWindow( BaseSelectionControl baseSelection, ItemListControl itemList, CraftingControl crafting, CraftingResultsControl results, EquipmentFactory equipmentFactory, CurrencyFactory currencyFactory) { BaseSelection = baseSelection; ItemList = itemList; Crafting = crafting; Results = results; _controls = new List <ISimulationControl> { BaseSelection, ItemList, Crafting, Results }; Crafting.OnCompletion = () => OnNextClick(this, null); SelectedStep = BaseSelection; BaseSelection.Initialize(() => OnPropertyChanged(nameof(IsReady))); InitializeComponent(); DataContext = this; _equipmentFactory = equipmentFactory; _currencyFactory = currencyFactory; }
public void RecordSurvivorDroppedEquipmentEvent() { var game = new Game(); var survivor = new Survivor("John"); game.AddSurvivorToGame(survivor);; var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var kar98 = EquipmentFactory.GetEquipment(EquipmentType.Kar98); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); var knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(kar98); survivor.PickUpItem(bottledWater); survivor.PickUpItem(knife); var result = survivor.ReceiveWound(1); var lastEvent = game.GameHistory.LastOrDefault(); Assert.IsNotNull(lastEvent); Assert.IsTrue(lastEvent.EventDetail.StartsWith($"{survivor.Name} drops a piece of equipment")); }
public void Initialize(CraftingTree craftingTree, EquipmentFactory equipmentFactory, CurrencyFactory currencyFactory, List <ItemPrototypeModel> itemPrototypes, double baseItemCost) { _craftingTree = craftingTree; _craftingTree.ClearCurrencySpent(); _currencyFactory = currencyFactory; _equipmentFactory = equipmentFactory; _itemPrototypes = itemPrototypes.OrderByDescending(x => x.Value).ThenBy(x => x.ItemName).ToList(); MatchingItems.Clear(); EquipmentList.Clear(); foreach (var prototype in _itemPrototypes) { MatchingItems.Add(prototype, new List <Equipment>()); } if (_task != null && _task.Status == TaskStatus.Running) { _cancellationTokenSource.Cancel(); } Progress = -1; ScourCount = 0; BaseItemCount = 0; BaseItemCost = baseItemCost; OnPropertyChanged(nameof(Message)); OnPropertyChanged(nameof(Progress)); OnPropertyChanged(nameof(MessageVisibility)); }
public void RecordSurvivorDroppedEquipmentEvent() { var game = new Game(); var survivor = new Survivor("Bill"); game.AddSurvivorToGame(survivor);; var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var pistol = EquipmentFactory.GetEquipment(EquipmentType.Pistol); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); var fryingPan = EquipmentFactory.GetEquipment(EquipmentType.FireAxe); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(pistol); survivor.PickUpItem(bottledWater); survivor.PickUpItem(fryingPan); var result = survivor.SustainInjury(1); var lastEvent = game.GameHistory.LastOrDefault(); Assert.IsNotNull(lastEvent); Assert.IsTrue(lastEvent.EventDetail.StartsWith($"{survivor.Name} drops a piece of equipment")); }
public CraftingTestbedModel(EquipmentFactory factory, CurrencyFactory currencyFactory, EquipmentFetch equipmentFetch) { _equipmentFetch = equipmentFetch; _factory = factory; CurrencyFactory = currencyFactory; ItemSubtypeNames = equipmentFetch.FetchSubtypes(); Status = new ItemStatus(); }
public void UniqRandom() { var env = CreateTestEnv(); var ef = new EquipmentFactory(env.GameManager.Container); var loot = ef.GetRandom(EquipmentKind.Weapon, 2, EquipmentClass.Unique); Assert.NotNull(loot); }
public CraftingProcessView(CurrencyFactory factory, IItemConfigRepository configRepository, EquipmentFactory equipmentFactory) { _configRepository = configRepository; _equipmentFactory = equipmentFactory; CraftingTree = new CraftingTree(factory); Tree = new CraftingTreeViewModel(CraftingTree, _selected); InitializeComponent(); DataContext = this; }
public void Init() { sm.InfoLoad(); for (int i = 0; i < 3; i++) { if (sm.Saves[i] != null && m_LoadText[i] != null) { m_LoadText[i].text = sm.Saves[i].Time.ToString(); } else if (m_LoadText[i] != null) { m_LoadText[i].text = ""; } } m_TaskNum = 0; //当前任务ID player_position = new Vector3(0, 0, 0); //记录场景移动时下一次移动的坐标,z坐标一般为0 //三个人物 //p1 = new Person(0, "小黑", 1000, 9999, 20, 30, 11, 18, 8, 1, 0, 3, 2, 2, 3, 4, 1, 1, "myimport/zhujue1/女主行走图", 2, 0, 0); //p2 = new Person(1, "小绿", 1000, 9999, 20, 30, 12, 18, 8, 1, 0, 3, 2, 2, 3, 4, 1, 1, "myimport/Npc/038-Mage06", 2, 0, 0); //p3 = new Person(2, "小蓝", 1000, 9999, 20, 30, 51, 18, 8, 1, 0, 3, 2, 2, 3, 4, 1, 1, "myimport/Npc/001-Fighter01", 2, 0, 0); p1 = new Person(0, "克萝莉亚", 590, 570, 50, 48, 73, 10, 10, 1, 0, 53, 14, 15, 7, 3, 2, 49, "myimport/zhujue1/女主行走图", 2, 0, 0); p2 = new Person(1, "西露达", 422, 606, 35, 71, 46, 8, 12, 1, 0, 47, 20, 11, 5, 2, 3, 56, "myimport/Npc/038-Mage06", 2, 0, 0); p3 = new Person(2, "帕吉尔", 710, 535, 67, 40, 58, 12, 8, 1, 0, 69, 9, 18, 6, 3, 2, 49, "myimport/Npc/001-Fighter01", 2, 0, 0); //背包,包括装备,物品,金钱 bag = new BackPack(); tk = new TalkText(); tl = new TaskList(); tk = new TalkText(); p1.AddSkill(p1.skillFactory.CreateSkill("无限剑制")); p1.AddSkill(p1.skillFactory.CreateSkill("六脉神剑")); p1.AddSkill(p1.skillFactory.CreateSkill("八荒六合")); p2.AddSkill(p2.skillFactory.CreateSkill("大火球")); p2.AddSkill(p2.skillFactory.CreateSkill("岩浆爆破")); p2.AddSkill(p2.skillFactory.CreateSkill("烈焰风暴")); p3.AddSkill(p3.skillFactory.CreateSkill("瞬劈")); p3.AddSkill(p3.skillFactory.CreateSkill("生死不觉")); p3.AddSkill(p3.skillFactory.CreateSkill("临危不惧")); bag.Money = 500; ProductFactory pf = new ProductFactory(); bag.SetGoods(pf.CreateProduct("血气丸", 3)); bag.SetGoods(pf.CreateProduct("凝神露", 3)); EquipmentFactory ef = new EquipmentFactory(); bag.SetGoods(ef.CreateEquipment("铁盔")); bag.SetGoods(ef.CreateEquipment("大法师之帽")); }
public void FirstItemPickedUpIsInHand_GivenNoItemsInInventory() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var isPickedUp = survivor.PickUpItem(baseballBat); Assert.IsTrue(survivor.Inventory.Contains(baseballBat)); Assert.IsTrue(baseballBat.InHand); }
public void EquipmentIsAddedToInventory_GivenSufficientCapacity() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var isPickedUp = survivor.PickUpItem(baseballBat); Assert.IsTrue(survivor.Inventory.Contains(baseballBat)); Assert.IsTrue(isPickedUp); }
public void AddOneEquipmentToInventory() { var survivor = new Survivor("John"); var knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); var isPickedUp = survivor.PickUpItem(knife); Assert.IsTrue(survivor.Inventory.Contains(knife)); Assert.IsTrue(isPickedUp); }
public void OneItemPickedUpGoesInHand() { var survivor = new Survivor("John"); var knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); var isPickedUp = survivor.PickUpItem(knife); Assert.IsTrue(survivor.Inventory.Contains(knife)); Assert.IsTrue(knife.InHand); }
public BaseSelectionControl(EquipmentFetch fetch, EquipmentFactory factory) { _itemLevel = 84; _fetch = fetch; _factory = factory; Subtypes = fetch.FetchSubtypes().OrderBy(x => x).ToList(); SelectedLeague = Leagues[0]; SelectedCategory = Categories[0]; OnPropertyChanged(nameof(SelectedLeague)); OnPropertyChanged(nameof(SelectedCategory)); InitializeComponent(); DataContext = this; }
public void SecondItemPickedUpIsInHand_GivenNoItemsInInventory() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); Assert.IsTrue(survivor.Inventory.Contains(baseballBat)); Assert.IsTrue(survivor.Inventory.Contains(katana)); Assert.IsTrue(baseballBat.InHand); Assert.IsTrue(katana.InHand); }
public void RecordEquipmentPickedUpBySurvivor() { var game = new Game(); var survivor = new Survivor("John"); game.AddSurvivorToGame(survivor); var equipment = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); survivor.PickUpItem(equipment); var lastEvent = game.GameHistory.LastOrDefault(); Assert.IsNotNull(lastEvent); Assert.IsTrue(lastEvent.EventDetail.StartsWith($"{survivor.Name} picks up a piece of equipment ({equipment.Name})")); }
public BattleForm(IPokemonParty <IPokemon> pokemonParty, IPokemonParty <IPokemon> enemyPokemonParty) { InitializeComponent(); attackButtons[0] = btnAttack1; attackButtons[1] = btnAttack2; attackButtons[2] = btnAttack3; attackButtons[3] = btnAttack4; _battleLogController = new BattleLogController(this); _playerParty = pokemonParty; _enemyParty = enemyPokemonParty; _equipment = EquipmentFactory.CreateEquipment(); }
public void TwoItemsPickedUpGoesInHand() { var survivor = new Survivor("John"); var Knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); survivor.PickUpItem(Knife); survivor.PickUpItem(katana); Assert.IsTrue(survivor.Inventory.Contains(Knife)); Assert.IsTrue(survivor.Inventory.Contains(katana)); Assert.IsTrue(Knife.InHand); Assert.IsTrue(katana.InHand); }
public CharacterBase() { this.equipmentset.mainHand = EquipmentFactory.getWeapon("TamashiNoHakai"); this.equipmentset.boots = EquipmentFactory.getArmor("LeatherBoots"); this.equipmentset.legs = EquipmentFactory.getArmor("LeatherTrousers"); this.equipmentset.helmet = EquipmentFactory.getArmor("LeatherHelmet"); this.equipmentset.chest = EquipmentFactory.getArmor("LeatherJacket"); this.equipmentset.hands = EquipmentFactory.getArmor("LeatherGloves"); this.moveset.addToMovelist(AbilityFactory.getAbility("Ember")); this.moveset.addToMovelist(AbilityFactory.getAbility("InfernalBlaze")); this.moveset.addToMovelist(AbilityFactory.getAbility("Devotion")); this.moveset.addToMovelist(AbilityFactory.getAbility("Flashflood")); this.moveset.addToMovelist(AbilityFactory.getAbility("Enrage")); }
public void NoItemDroppedWhenWounded_GivenSufficentCarryingCapacity() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var pistol = EquipmentFactory.GetEquipment(EquipmentType.Pistol); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(pistol); var result = survivor.SustainInjury(1); Assert.IsFalse(result.isEquipmentDropped); }
public void NotDropItemWhenWoundedAndSufficientEquipmentCapacity() { var survivor = new Survivor("John"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(knife); var result = survivor.ReceiveWound(1); Assert.IsFalse(result.isEquipmentDropped); }
static List <ICharacter> CreateGoblins(int Amount = 1) { List <ICharacter> returnChars = new List <ICharacter>(); Random rMoney = new Random(); for (int i = 0; i < Amount; i++) { ICharacter goblin = CharacterFactory.CreateCharacter(new PlayerCharacter { Name = "Goblin_" + (i + 1), Level = rMoney.Next(1, 3), ClassType = ClassType.Fighter, RaceType = RaceType.Human, RandomizeStats = true, CoinPurse = { Gold = rMoney.Next(0, 2), Copper = rMoney.Next(0, 100), Silver = rMoney.Next(0, 100), } }); //goblin.CreateCharacter(); IWeapon sword = EquipmentFactory.CreateWeapon(new Weapon { Name = "Rusty Sword", AttackType = WeaponAttackType.S, Category = WeaponCategory.ShortSword, Price = { Silver = 12 }, Damage = { SidedDie = 6 }, SlotType = EquipmentSlot.PRIMARY, Size = WeaponSize.S }); IGear LeatherChest = EquipmentFactory.CreateGear(new Gear { Name = "Leather Chest Piece", AC = 9, EquipmentType = EquipmentType.Clothing, Price = { Silver = 50 }, SlotType = EquipmentSlot.CHEST }); goblin.AddItem(LeatherChest, 1); goblin.AddItem(sword, 1); goblin.EquipItem(sword); goblin.EquipItem(LeatherChest); returnChars.Add(goblin); } return(returnChars); }
public void ThirdItemGoesToReserve() { var survivor = new Survivor("John"); var Knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); survivor.PickUpItem(Knife); survivor.PickUpItem(katana); survivor.PickUpItem(bottledWater); Assert.IsTrue(survivor.Inventory.Contains(Knife)); Assert.IsTrue(survivor.Inventory.Contains(katana)); Assert.IsTrue(survivor.Inventory.Contains(bottledWater)); Assert.IsTrue(Knife.InHand); Assert.IsTrue(katana.InHand); Assert.IsFalse(bottledWater.InHand); }
public void ThirdItemPickedUpIsInReserve_GivenNoItemsInInventory() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(bottledWater); Assert.IsTrue(survivor.Inventory.Contains(baseballBat)); Assert.IsTrue(survivor.Inventory.Contains(katana)); Assert.IsTrue(survivor.Inventory.Contains(bottledWater)); Assert.IsTrue(baseballBat.InHand); Assert.IsTrue(katana.InHand); Assert.IsFalse(bottledWater.InHand); }
virtual public void InitEquitments(RobotCreatInfo info) { // Debug.Log("init Equipment"); //TODO: make the position selection not in an unchangeable function //the positions are now defined in the function EquipmentFactory.EquipmentCreatePosition[] posList = { EquipmentFactory.EquipmentCreatePosition.Up, EquipmentFactory.EquipmentCreatePosition.LeftRight, EquipmentFactory.EquipmentCreatePosition.Down, }; for (int i = 0; i < info.equipments.Length && i < posList.Length; ++i) { string equipmentName = info.equipments[i].ToString(); EquipmentFactory.EquipmentCreatePosition pos = posList[i]; equipmentList.Add(EquipmentFactory.CreateEquipment(equipmentName, this, pos)); } }
public void EquipmentNotAddedWhenFullEquipmentCapacity() { var survivor = new Survivor("John"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var sunglasses = EquipmentFactory.GetEquipment(EquipmentType.Sunglasses); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); var kar98 = EquipmentFactory.GetEquipment(EquipmentType.Kar98); var knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); survivor.PickUpItem(katana); survivor.PickUpItem(sunglasses); survivor.PickUpItem(bottledWater); survivor.PickUpItem(baseballBat); survivor.PickUpItem(kar98); var isPickedUp = survivor.PickUpItem(knife); Assert.IsFalse(survivor.Inventory.Contains(knife)); Assert.IsFalse(isPickedUp); }
public void EquipmentIsNotAddedToInventory_GivenNoCapacity() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var pistol = EquipmentFactory.GetEquipment(EquipmentType.Pistol); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); var fryingPan = EquipmentFactory.GetEquipment(EquipmentType.FireAxe); var molotov = EquipmentFactory.GetEquipment(EquipmentType.CrowBar); survivor.PickUpItem(katana); survivor.PickUpItem(pistol); survivor.PickUpItem(bottledWater); survivor.PickUpItem(fryingPan); survivor.PickUpItem(molotov); var isPickedUp = survivor.PickUpItem(baseballBat); Assert.IsFalse(survivor.Inventory.Contains(baseballBat)); Assert.IsFalse(isPickedUp); }
public void DropItemWhenWoundedAndFullEquipmentCapacity() { var survivor = new Survivor("John"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var sunglasses = EquipmentFactory.GetEquipment(EquipmentType.Sunglasses); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); var knife = EquipmentFactory.GetEquipment(EquipmentType.Knife); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(sunglasses); survivor.PickUpItem(bottledWater); survivor.PickUpItem(knife); var result = survivor.ReceiveWound(1); Assert.IsTrue(result.isEquipmentDropped); Assert.IsNotNull(result.droppedEquipment); Assert.AreEqual(4, survivor.CarryingCapacity); Assert.IsFalse(result.droppedEquipment.InHand); }
public void DropAnItemWhenWounded_GivenFiveItemsCarried() { var survivor = new Survivor("Bill"); var baseballBat = EquipmentFactory.GetEquipment(EquipmentType.BaseballBat); var katana = EquipmentFactory.GetEquipment(EquipmentType.Katana); var pistol = EquipmentFactory.GetEquipment(EquipmentType.Pistol); var bottledWater = EquipmentFactory.GetEquipment(EquipmentType.BottledWater); var fryingPan = EquipmentFactory.GetEquipment(EquipmentType.FireAxe); survivor.PickUpItem(baseballBat); survivor.PickUpItem(katana); survivor.PickUpItem(pistol); survivor.PickUpItem(bottledWater); survivor.PickUpItem(fryingPan); var result = survivor.SustainInjury(1); Assert.IsTrue(result.isEquipmentDropped); Assert.IsNotNull(result.droppedEquipment); Assert.AreEqual(4, survivor.CarryingCapacity); Assert.IsFalse(result.droppedEquipment.InHand); }
public LootCrafter(Container container) { this.container = container; equipmentFactory = container.GetInstance <EquipmentFactory>(); }
static ICharacter CreateMainCharacter(string characterName) { ICharacter Character = CharacterFactory.CreateCharacter(new PlayerCharacter { Name = characterName, Level = 1, RaceType = RaceType.Human, ClassType = ClassType.Fighter, MainCharacter = true, RandomizeStats = true, OwnerName = "Jonathan Favorite" }); IWeapon Sword = EquipmentFactory.CreateWeapon(new Weapon { Name = "Testing Sword (One hand)", AttackType = WeaponAttackType.S, Category = WeaponCategory.BastardSwordOneHanded, TwoHanded = false, Price = { Gold = 1, Silver = 50 }, Damage = { Amount = 1, SidedDie = 8, Bonus = 1 }, Weareable = true, SlotType = EquipmentSlot.PRIMARY }); IGear Shield = EquipmentFactory.CreateGear(new Gear { Name = "Testing Shield", ArmorType = ArmorTypeList.Shield, SlotType = EquipmentSlot.SECONDARY, AC = 0, StatMods = { new StatModifier { Modifier = ItemBonusList.AC, Value = 2 } } }); IGear Head = EquipmentFactory.CreateGear(new Gear { Name = "Testing Head", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Silver = 50 }, SlotType = EquipmentSlot.HEAD, ArmorType = ArmorTypeList.ChainMail, }); IGear NewHead = EquipmentFactory.CreateGear(new Gear { Name = "Testing Head #1", AC = 1, EquipmentType = EquipmentType.Clothing, Price = { Silver = 50 }, SlotType = EquipmentSlot.HEAD, ArmorType = ArmorTypeList.PlateMail, }); IGear Shoulder = EquipmentFactory.CreateGear(new Gear { Name = "Testing Shoulder", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Gold = 123 }, SlotType = EquipmentSlot.SHOULDER, ArmorType = ArmorTypeList.Leather }); IGear Chest = EquipmentFactory.CreateGear(new Gear { Name = "Testing Chest", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Gold = 123 }, SlotType = EquipmentSlot.CHEST, ArmorType = ArmorTypeList.Leather }); IGear Wrists = EquipmentFactory.CreateGear(new Gear { Name = "Testing Wrist", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Gold = 123 }, SlotType = EquipmentSlot.WRIST, ArmorType = ArmorTypeList.Leather }); IGear Hands = EquipmentFactory.CreateGear(new Gear { Name = "Testing Hands", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Gold = 123 }, SlotType = EquipmentSlot.HANDS, ArmorType = ArmorTypeList.Leather }); IGear Legs = EquipmentFactory.CreateGear(new Gear { Name = "Testing Legs", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Gold = 123 }, SlotType = EquipmentSlot.LEGS, ArmorType = ArmorTypeList.Leather }); IGear Feet = EquipmentFactory.CreateGear(new Gear { Name = "Testing Feet", AC = 6, EquipmentType = EquipmentType.Clothing, Price = { Gold = 123 }, SlotType = EquipmentSlot.FEET, ArmorType = ArmorTypeList.Leather }); Character.AddItem(Head, 1); Character.AddItem(NewHead, 1); Character.AddItem(Shoulder, 1); Character.AddItem(Chest, 1); Character.AddItem(Wrists, 1); Character.AddItem(Hands, 1); Character.AddItem(Legs, 1); Character.AddItem(Feet, 1); Character.AddItem(Sword, 1); Character.AddItem(Shield, 1); Character.EquipItem(Head); Character.EquipItem(NewHead); Character.EquipItem(Shoulder); Character.EquipItem(Chest); Character.EquipItem(Wrists); Character.EquipItem(Hands); Character.EquipItem(Legs); Character.EquipItem(Feet); Character.EquipItem(Sword); Character.EquipItem(Shield); ISpell MagicMissle = SpellFactory.CreateSpell(new Spell { SpellID = "magic_missles_level_1", Name = "Magic Missle", Level = 1, School = { SpellSchool.Evocation }, Range = { RangeType = SpellRangeType.Yards, yards = 60 }, Compontents = { SpellCompontents.V, SpellCompontents.S }, Duration = new SpellDurationInfo { DurationType = SpellDurationType.Instantaneous }, CastingTime = 1, Classes = { ClassType.Wizard }, AOE = new AreaOfEffect { Type = AOETypes.CUBE, AOESize = 10, Ruler = RulerTypes.Feet }, SavingThrows = { SavingThrowType.None }, Description = "Use of magic missles spell creates up to five missles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee." }); Character.AddSpell(MagicMissle); return(Character); }