public static void GiveItem(PreffixType preffix, int ID, int level, int amount) { switch(preffix) { case PreffixType.ARMOR: RPGArmor armor = Storage.LoadById<RPGArmor>(ID, new RPGArmor()); //armor.CurrentDurability = armor.Durability; PlayerManager.Instance.Hero.AddItem(armor, level, amount); break; case PreffixType.ITEM: RPGItem item = Storage.LoadById<RPGItem>(ID, new RPGItem()); PlayerManager.Instance.Hero.AddItem(item, level, amount); break; case PreffixType.NAKEDARMOR: RPGArmor nakedArmor = Storage.LoadById<RPGArmor>(ID, new RPGArmor()); PlayerManager.Instance.Hero.AddItem(nakedArmor, level, amount); break; } }
public int GetItemAmount(int id, int level, PreffixType type) { if(type == PreffixType.ARMOR) { return ArmoryInventory.GetItemAmount(id, level); } else if(type == PreffixType.NAKEDARMOR) { return NakedArmorInventory.GetItemAmount(id, level); } else { return MainInventory.GetItemAmount(id, level); } }
public static bool GiveItem(PreffixType preffix, int ID, int amount) { string uniqueId = preffix.ToString() + ID.ToString(); switch (preffix) { case PreffixType.ARMOR: RPGArmor armor = Storage.LoadbyUniqueId <RPGArmor>(uniqueId, new RPGArmor()); //armor.CurrentDurability = armor.Durability; if (armor.EquipmentSlotIndex == EquipmentSlots.Head) { return(Player.Instance.Hero.HeadInventory.AddItem(armor, amount)); } if (armor.EquipmentSlotIndex == EquipmentSlots.Body) { return(Player.Instance.Hero.BodyInventory.AddItem(armor, amount)); } if (armor.EquipmentSlotIndex == EquipmentSlots.ArmL) { return(Player.Instance.Hero.ArmLInventory.AddItem(armor, amount)); } if (armor.EquipmentSlotIndex == EquipmentSlots.ArmR) { return(Player.Instance.Hero.ArmRInventory.AddItem(armor, amount)); } if (armor.EquipmentSlotIndex == EquipmentSlots.Legs) { return(Player.Instance.Hero.LegsInventory.AddItem(armor, amount)); } break; case PreffixType.ITEM: RPGItem item = Storage.LoadbyUniqueId <RPGItem>(uniqueId, new RPGItem()); return(Player.Instance.Hero.Inventory.AddItem(item, amount)); //break; /*case PreffixType.SKILL: * if (amount == -1) * { * //add new skill * RPGSkill skill = Storage.LoadbyUniqueId<RPGSkill>(uniqueId, new RPGSkill()); * skill.Value = 1; * player.Hero.Skills.Add(skill); * } * else * { * foreach(RPGSkill skill in player.Hero.Skills) * { * if (skill.UniqueId == uniqueId) * { * if (skill.Value + amount > skill.Maximum) * skill.Value = skill.Maximum; * else * skill.Value += amount; * } * } * } * * break; * case PreffixType.SKILLPOINT: * player.Hero.SkillPoint += amount; * break; * case PreffixType.QUEST: * player.Hero.Quest.StartQuest(ID); * break; * case PreffixType.ATTRIBUTE: * if (amount == -1) * { * //add new skill * RPGAttribute attr = Storage.LoadbyUniqueId<RPGAttribute>(uniqueId, new RPGAttribute()); * attr.Value = 1; * player.Hero.Attributes.Add(attr); * } * else * { * foreach(RPGAttribute atr in player.Hero.Attributes) * { * if (atr.UniqueId == uniqueId) * { * if (atr.Value + amount > atr.Maximum) * atr.Value = atr.Maximum; * else * atr.Value += amount; * } * } * } * break; * case PreffixType.ATTRIBUTEPOINT: * player.Hero.AttributePoint += amount; * break; * case PreffixType.XP: * player.Hero.AddXp(amount); * break; * case PreffixType.XPPERCENT: * player.Hero.AddXpPercent(amount); * break; * case PreffixType.REPUTATION: * player.Hero.AddReputation(ID, amount); * break; */ } return(true); }
public static bool GiveItem(PreffixType preffix, int ID, int amount) { string uniqueId = preffix.ToString() + ID.ToString(); switch(preffix) { case PreffixType.ARMOR: RPGArmor armor = Storage.LoadbyUniqueId<RPGArmor>(uniqueId, new RPGArmor()); //armor.CurrentDurability = armor.Durability; if(armor.EquipmentSlotIndex == EquipmentSlots.Head) return Player.Instance.Hero.HeadInventory.AddItem(armor, amount); if(armor.EquipmentSlotIndex == EquipmentSlots.Body) return Player.Instance.Hero.BodyInventory.AddItem(armor, amount); if(armor.EquipmentSlotIndex == EquipmentSlots.ArmL) return Player.Instance.Hero.ArmLInventory.AddItem(armor, amount); if(armor.EquipmentSlotIndex == EquipmentSlots.ArmR) return Player.Instance.Hero.ArmRInventory.AddItem(armor, amount); if(armor.EquipmentSlotIndex == EquipmentSlots.Legs) return Player.Instance.Hero.LegsInventory.AddItem(armor, amount); break; case PreffixType.ITEM: RPGItem item = Storage.LoadbyUniqueId<RPGItem>(uniqueId, new RPGItem()); return Player.Instance.Hero.Inventory.AddItem(item, amount); //break; /*case PreffixType.SKILL: if (amount == -1) { //add new skill RPGSkill skill = Storage.LoadbyUniqueId<RPGSkill>(uniqueId, new RPGSkill()); skill.Value = 1; player.Hero.Skills.Add(skill); } else { foreach(RPGSkill skill in player.Hero.Skills) { if (skill.UniqueId == uniqueId) { if (skill.Value + amount > skill.Maximum) skill.Value = skill.Maximum; else skill.Value += amount; } } } break; case PreffixType.SKILLPOINT: player.Hero.SkillPoint += amount; break; case PreffixType.QUEST: player.Hero.Quest.StartQuest(ID); break; case PreffixType.ATTRIBUTE: if (amount == -1) { //add new skill RPGAttribute attr = Storage.LoadbyUniqueId<RPGAttribute>(uniqueId, new RPGAttribute()); attr.Value = 1; player.Hero.Attributes.Add(attr); } else { foreach(RPGAttribute atr in player.Hero.Attributes) { if (atr.UniqueId == uniqueId) { if (atr.Value + amount > atr.Maximum) atr.Value = atr.Maximum; else atr.Value += amount; } } } break; case PreffixType.ATTRIBUTEPOINT: player.Hero.AttributePoint += amount; break; case PreffixType.XP: player.Hero.AddXp(amount); break; case PreffixType.XPPERCENT: player.Hero.AddXpPercent(amount); break; case PreffixType.REPUTATION: player.Hero.AddReputation(ID, amount); break; */ } return true; }