public Give(Mod game, Rectangle rect) : base(rect, "Give") { Game = game; // Add controls to the tab page onclick = new XG_ButtonLabelBool(new Rectangle(10, -10, 100, 60), "on Click", null, true); Children.Add(onclick); onPlayer = new XG_Button(new Rectangle(10, 50, 60, 20), "on Player", this.Onplayer_Clicked ); Children.Add(onPlayer); string text = "Stack"; STACK = new XG_PlusMinus(new Rectangle(10, 70, 100, 60), text, this.Cuantity_Clicked,1f,true,true,1f,250f,1f,"F1",true); Children.Add(STACK); Tree = new XGTree(new Rectangle(110, 0, 300, 115), TreeItemClicked); Children.Add(Tree); XGTreeItem Tools = new XGTreeItem(Mod.ItemD.Tools.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Tools); for (int i = 0; i < Mod.ItemD.Tools.Sections.Length; i++) // add sections { XGTreeItem Tools_Sections = new XGTreeItem(Mod.ItemD.Tools.Sections[i], Main.inventoryBackTexture); Tools.Items.Add(Tools_Sections); for (int n = 0; n < Mod.ItemD.Tools.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Tools.SectionNpcItems[i][n]); XGTreeItem Tools_Section_items = new XGTreeItem(Mod.ItemD.Tools.SectionNpcItems[i][n], Main.itemTexture[item.type]); Tools_Sections.Items.Add(Tools_Section_items); } } XGTreeItem Weapons = new XGTreeItem(Mod.ItemD.Weapons.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Weapons); for (int i = 0; i < Mod.ItemD.Weapons.Sections.Length; i++) // add sections { XGTreeItem Weapons_Sections = new XGTreeItem(Mod.ItemD.Weapons.Sections[i], Main.inventoryBackTexture); Weapons.Items.Add(Weapons_Sections); for (int n = 0; n < Mod.ItemD.Weapons.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Weapons.SectionNpcItems[i][n]); XGTreeItem Weapons_Section_items = new XGTreeItem(Mod.ItemD.Weapons.SectionNpcItems[i][n], Main.itemTexture[item.type]); Weapons_Sections.Items.Add(Weapons_Section_items); } } XGTreeItem Furniture = new XGTreeItem(Mod.ItemD.Furniture.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Furniture); for (int i = 0; i < Mod.ItemD.Furniture.Sections.Length; i++) // add sections { XGTreeItem Furniture_Sections = new XGTreeItem(Mod.ItemD.Furniture.Sections[i], Main.inventoryBackTexture); Furniture.Items.Add(Furniture_Sections); for (int n = 0; n < Mod.ItemD.Furniture.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Furniture.SectionNpcItems[i][n]); XGTreeItem Furniture_Section_items = new XGTreeItem(Mod.ItemD.Furniture.SectionNpcItems[i][n], Main.itemTexture[item.type]); Furniture_Sections.Items.Add(Furniture_Section_items); } } XGTreeItem Miscellaneous = new XGTreeItem(Mod.ItemD.Miscellaneous.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Miscellaneous); for (int i = 0; i < Mod.ItemD.Miscellaneous.Sections.Length; i++) // add sections { XGTreeItem Miscellaneous_Sections = new XGTreeItem(Mod.ItemD.Miscellaneous.Sections[i], Main.inventoryBackTexture); Miscellaneous.Items.Add(Miscellaneous_Sections); for (int n = 0; n < Mod.ItemD.Miscellaneous.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n]); XGTreeItem Miscellaneous_Section_items = new XGTreeItem(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n], Main.itemTexture[item.type]); Miscellaneous_Sections.Items.Add(Miscellaneous_Section_items); } } XGTreeItem Accessories = new XGTreeItem(Mod.ItemD.Accessories.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Accessories); for (int i = 0; i < Mod.ItemD.Accessories.Sections.Length; i++) // add sections { XGTreeItem Accessories_Sections = new XGTreeItem(Mod.ItemD.Accessories.Sections[i], Main.inventoryBackTexture); Accessories.Items.Add(Accessories_Sections); for (int n = 0; n < Mod.ItemD.Accessories.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Accessories.SectionNpcItems[i][n]); XGTreeItem Accessories_Section_items = new XGTreeItem(Mod.ItemD.Accessories.SectionNpcItems[i][n], Main.itemTexture[item.type]); Accessories_Sections.Items.Add(Accessories_Section_items); } } XGTreeItem Blocks = new XGTreeItem(Mod.ItemD.Blocks.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Blocks); for (int i = 0; i < Mod.ItemD.Blocks.Sections.Length; i++) // add sections { XGTreeItem Blocks_Sections = new XGTreeItem(Mod.ItemD.Blocks.Sections[i], Main.inventoryBackTexture); Blocks.Items.Add(Blocks_Sections); for (int n = 0; n < Mod.ItemD.Blocks.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Blocks.SectionNpcItems[i][n]); XGTreeItem Blocks_Section_items = new XGTreeItem(Mod.ItemD.Blocks.SectionNpcItems[i][n], Main.itemTexture[item.type]); Blocks_Sections.Items.Add(Blocks_Section_items); } } XGTreeItem Potions = new XGTreeItem(Mod.ItemD.Potions.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Potions); for (int i = 0; i < Mod.ItemD.Potions.Sections.Length; i++) // add sections { XGTreeItem Potions_Sections = new XGTreeItem(Mod.ItemD.Potions.Sections[i], Main.inventoryBackTexture); Potions.Items.Add(Potions_Sections); for (int n = 0; n < Mod.ItemD.Potions.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Potions.SectionNpcItems[i][n]); XGTreeItem Potions_Section_items = new XGTreeItem(Mod.ItemD.Potions.SectionNpcItems[i][n], Main.itemTexture[item.type]); Potions_Sections.Items.Add(Potions_Section_items); } } XGTreeItem Defenseitems = new XGTreeItem(Mod.ItemD.Defenseitems.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Defenseitems); for (int i = 0; i < Mod.ItemD.Defenseitems.Sections.Length; i++) // add sections { if (Mod.ItemD.Defenseitems.Sections[i] != "Armor Sets") { XGTreeItem Defenseitems_Sections = new XGTreeItem(Mod.ItemD.Defenseitems.Sections[i], Main.inventoryBackTexture); Defenseitems.Items.Add(Defenseitems_Sections); for (int n = 0; n < Mod.ItemD.Defenseitems.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Defenseitems.SectionNpcItems[i][n]); XGTreeItem Defenseitems_Section_items = new XGTreeItem(Mod.ItemD.Defenseitems.SectionNpcItems[i][n], Main.itemTexture[item.type]); Defenseitems_Sections.Items.Add(Defenseitems_Section_items); } } else { XGTreeItem ArmorSets = new XGTreeItem(Mod.ItemD.ArmorSets.Cathegory, Main.inventoryBackTexture); Defenseitems.Items.Add(ArmorSets); for (int t = 0; t < Mod.ItemD.ArmorSets.Sections.Length; t++) // add sections { XGTreeItem ArmorSets_Sections = new XGTreeItem(Mod.ItemD.ArmorSets.Sections[t], Main.inventoryBackTexture); ArmorSets.Items.Add(ArmorSets_Sections); for (int n = 0; n < Mod.ItemD.ArmorSets.SectionNpcItems[t].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.ArmorSets.SectionNpcItems[t][n]); XGTreeItem ArmorSets_Section_items = new XGTreeItem(Mod.ItemD.ArmorSets.SectionNpcItems[t][n], Main.itemTexture[item.type]); ArmorSets_Sections.Items.Add(ArmorSets_Section_items); } } } } XGTreeItem VanityItems = new XGTreeItem(Mod.ItemD.VanityItems.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(VanityItems); for (int i = 0; i < Mod.ItemD.VanityItems.Sections.Length; i++) // add sections { if (Mod.ItemD.VanityItems.Sections[i] != "Vanity Sets") { XGTreeItem VanityItems_Sections = new XGTreeItem(Mod.ItemD.VanityItems.Sections[i], Main.inventoryBackTexture); VanityItems.Items.Add(VanityItems_Sections); for (int n = 0; n < Mod.ItemD.VanityItems.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.VanityItems.SectionNpcItems[i][n]); XGTreeItem VanityItems_Section_items = new XGTreeItem(Mod.ItemD.VanityItems.SectionNpcItems[i][n], Main.itemTexture[item.type]); VanityItems_Sections.Items.Add(VanityItems_Section_items); } } else { XGTreeItem VanitySets = new XGTreeItem(Mod.ItemD.VanitySets.Cathegory, Main.inventoryBackTexture); VanityItems.Items.Add(VanitySets); for (int t = 0; t < Mod.ItemD.VanitySets.Sections.Length; t++) // add sections { XGTreeItem VanitySets_Sections = new XGTreeItem(Mod.ItemD.VanitySets.Sections[t], Main.inventoryBackTexture); VanitySets.Items.Add(VanitySets_Sections); for (int n = 0; n < Mod.ItemD.VanitySets.SectionNpcItems[t].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.VanitySets.SectionNpcItems[t][n]); XGTreeItem VanitySets_Section_items = new XGTreeItem(Mod.ItemD.VanitySets.SectionNpcItems[t][n], Main.itemTexture[item.type]); VanitySets_Sections.Items.Add(VanitySets_Section_items); } } } } XGTreeItem All = new XGTreeItem("All", Main.inventoryBackTexture); Tree.Items.Add(All); for (int i = 0; i < Main.itemName.Length; i++) // add sections { Item item = new Item(); item.SetDefaults(Main.itemName[i]); XGTreeItem All_items = new XGTreeItem(item.name, Main.itemTexture[item.type]); All.Items.Add(All_items); } //Tree.ExpandAll(); }
public Shapes(Mod game, Rectangle rect) : base(rect, "Shapes") { Game = game; // Add controls to the tab page CircleSides = new XG_PlusMinus(new Rectangle(10, 25, 100, 60), "Circle Sides", null,1f, true, true, 3, 200); Children.Add(CircleSides); Rotation = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), "Rotation", null, 0.0005f, true, true, 0, 0.401f,0.01f, "F3"); Rotation._Value = 0.020f; Children.Add(Rotation); hollow = new XG_ButtonLabelBool(new Rectangle(200, 20, 100, 60), "hollow", null, true); Children.Add(hollow); Fill = new XG_ButtonLabelBool(new Rectangle(200, 60, 100, 60), "Fill", Fill_Clicked, true); Children.Add(Fill); tiles = new XG_ButtonLabelBool(new Rectangle(280, 20, 100, 60), "Tiles", null, true); Children.Add(tiles); walls = new XG_ButtonLabelBool(new Rectangle(280, 65, 100, 60), "Walls", null, true); Children.Add(walls); Children.Add(new XG_Button(new Rectangle(350, 80, 75, 20), "UndoVert", this.undoVert_Clicked)); Children.Add(new XG_Button(new Rectangle(350, 5, 60, 20), "House", this.Casa_Clicked)); Build = new XG_Button(new Rectangle(350, 35, 60, 20), "Build", this.Build_Clicked); Children.Add(Build); }
public FreeStyle(Mod game, Rectangle rect) : base(rect, "FreeStyle") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 5, 200, 20), "Simple tile placement with selection Count:")); Selsize = new XG_PlusMinus(new Rectangle(10, 20, 100, 60), "Selsize", button, 1f, false, true, 0, 100); Children.Add(Selsize); tiles = new XG_ButtonLabelBool(new Rectangle(310, 10, 100, 60), "Tiles", null, true); Children.Add(tiles); walls = new XG_ButtonLabelBool(new Rectangle(310, 60, 100, 60), "Walls", null, true); Children.Add(walls); Build = new XG_ButtonLabelBool(new Rectangle(230, 10, 100, 60), "Build", button, true); Children.Add(Build); Destroy = new XG_ButtonLabelBool(new Rectangle(160, 10, 100, 60), "Destroy", button, true); Children.Add(Destroy); Replace = new XG_ButtonLabelBool(new Rectangle(90, 10, 100, 60), "Replace", button, true); Children.Add(Replace); All = new XG_ButtonLabelBool(new Rectangle(160, 65, 100, 60), "include All", button, true); Children.Add(All); }
public Npcspawn(Mod game, Rectangle rect) : base(rect, "spawn") { Game = game; // Add controls to the tab page Count = new XG_PlusMinus(new Rectangle(10, -10, 100, 60), "Count", this.Size_Clicked, 1f,true, true,0,200); Children.Add(Count); SetSpawn = new XG_ButtonLabelBool(new Rectangle(10, 30, 100, 60), "Add Spawn", this.SetSpawn_Clicked, true); Children.Add(SetSpawn); RemoveSpawn = new XG_ButtonLabelBool(new Rectangle(110, 30, 100, 60), "Del Spawn", this.RemoveSpawn_Clicked, true); Children.Add(RemoveSpawn); RemoveALL = new XG_Button(new Rectangle(10, 90, 65, 20), "Del All", this.RemoveAllSpawns_Clicked); Children.Add(RemoveALL); SendGroug = new XG_Button(new Rectangle(100, 90, 65, 20), "Send All", this.SendAllSpawns_Clicked); Children.Add(SendGroug); }
public Player_CH(Mod game, Rectangle rect) : base(rect, "Hacks") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Common Hacks")); string text = ""; text = "inf Air"; infAir = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, null, true); Children.Add(infAir); text = "inf life"; inflife = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, null, true); Children.Add(inflife); text = "inf mana"; infmana = new XG_ButtonLabelBool(new Rectangle(80, 10, 100, 60), text, null, true); Children.Add(infmana); //----------------------------------------------------------------------------------------------- text = "rocketMax"; rocketTimeMax = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, null, 1f, true, true, 0, 1000); Children.Add(rocketTimeMax); text = "BlockRange"; blockRange = new XG_PlusMinus(new Rectangle(160, 10, 100, 60), text, null, 1f, true, true, 0, 100); Children.Add(blockRange); text = "GrabRange"; itemGrabRange = new XG_PlusMinus(new Rectangle(200, 60, 100, 60), text, this.itemGrabRange_Clicked, 1f, true, true); Children.Add(itemGrabRange); text = "GrabSpeed"; itemGrabSpeed = new XG_PlusMinus(new Rectangle(270, 10, 100, 60), text, this.itemGrabSpeed_Clicked,1f, true, true, 0f, 500f, 0, "F1"); Children.Add(itemGrabSpeed); text = "Light"; Light = new XG_ButtonLabelBool(new Rectangle(310, 60, 100, 60), text, null, true); Children.Add(Light); text = "Fly"; Fly = new XG_ButtonLabelBool(new Rectangle(365, 10, 100, 60), text, null, true); Children.Add(Fly); }
public Item_UT(Mod game, Rectangle rect) : base(rect, "U.T.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Usage and Time")); string text = ""; text = "useTurn"; useTurn = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.useTurn_Clicked); Children.Add(useTurn); text = "autoReuse"; autoReuse = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.autoReuse_Clicked); Children.Add(autoReuse); text = "spawnTime"; spawnTime = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.spawnTime_Clicked); Children.Add(spawnTime); text = "useTime"; useTime = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.useTime_Clicked,1,false,false,0,100,0,"F0",true); Children.Add(useTime); text = "useStyle"; useStyle = new XG_PlusMinus(new Rectangle(10 + 200, 10, 100, 60), text, this.useStyle_Clicked); Children.Add(useStyle); text = "holdStyle"; holdStyle = new XG_PlusMinus(new Rectangle(10 + 200, 60, 100, 60), text, this.holdStyle_Clicked); Children.Add(holdStyle); text = "release"; release = new XG_PlusMinus(new Rectangle(100 + 200, 10, 100, 60), text, this.release_Clicked); Children.Add(release); text = "reuseDelay"; reuseDelay = new XG_PlusMinus(new Rectangle(100 + 200, 60, 100, 60), text, this.reuseDelay_Clicked); Children.Add(reuseDelay); }
public Npconclick(Mod game, Rectangle rect) : base(rect, "onclick") { Game = game; // Add controls to the tab page Count = new XG_PlusMinus(new Rectangle(10, -10, 100, 60), "Count", this.Size_Clicked, 1f, true, true, 0, 200); Children.Add(Count); GodFinger = new XG_ButtonLabelBool(new Rectangle(100, 30, 100, 60), "Hurt", this.Godfinger_Clicked, true); Children.Add(GodFinger); OnClick = new XG_ButtonLabelBool(new Rectangle(10, 30, 100, 60), "Spawn", this.OnClick_Clicked, true); Children.Add(OnClick); }
public Item_SS(Mod game, Rectangle rect) : base(rect, "S.S.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Stats Settings")); string text = ""; text = "crit"; crit = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.crit_Clicked, 1f, true); Children.Add(crit); text = "damage"; damage = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.damage_Clicked, 1f, true); Children.Add(damage); text = "defense"; defense = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.defense_Clicked, 1f, true); Children.Add(defense); text = "healLife"; healLife = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.healLife_Clicked, 1f, true); Children.Add(healLife); text = "lifeRegen"; lifeRegen = new XG_PlusMinus(new Rectangle(10 + 180, 10, 100, 60), text, this.lifeRegen_Clicked); Children.Add(lifeRegen); text = "healMana"; healMana = new XG_PlusMinus(new Rectangle(10 + 180, 60, 100, 60), text, this.healMana_Clicked); Children.Add(healMana); text = "mana"; mana = new XG_PlusMinus(new Rectangle(100 + 180, 10, 100, 60), text, this.placeStyle_Clicked); Children.Add(mana); text = "manaIncrease"; manaIncrease = new XG_PlusMinus(new Rectangle(100 + 180, 60, 100, 60), text, this.manaIncrease_Clicked, 1f, true); Children.Add(manaIncrease); }
public Item_TM(Mod game, Rectangle rect) : base(rect, "T.M.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "tile modification")); string text = ""; text = "tileBoost"; tileBoost = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.tileBoost_Clicked, 1f, true, false, 0, 500, 0, "F0" ); Children.Add(tileBoost); text = "pick"; pick = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.pick_Clicked, 1f, true, false, 0, 500, 0, "F0"); Children.Add(pick); text = "hammer"; hammer = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.hammer_Clicked, 1f, true, false,0, 500, 0, "F0" ); Children.Add(hammer); text = "axe"; axe = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.axe_Clicked, 1f, true, false, 0, 500, 0, "F0" ); Children.Add(axe); text = "createTile"; createTile = new XG_PlusMinus(new Rectangle(10 + 180, 10, 100, 60), text, this.createTile_Clicked, 1f, false, false ,0,(float)Main.maxTileSets,0,"F0",true); Children.Add(createTile); text = "createWall"; createWall = new XG_PlusMinus(new Rectangle(10 + 180, 60, 100, 60), text, this.createWall_Clicked, 1f, false, false,0,(float)Main.maxWallTypes,0,"F0",true ); Children.Add(createWall); text = "placeStyle"; placeStyle = new XG_PlusMinus(new Rectangle(100 + 180, 10, 100, 60), text, this.placeStyle_Clicked, 1f, false, false,0,6,0,"F0",true); Children.Add(placeStyle); }
public Item_PP(Mod game, Rectangle rect) : base(rect, "P.P.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "projectile properties")); // string text = ""; //text = "Shoot"; //Shoot = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.Shoot_Clicked); //Children.Add(Shoot); Tree = new XGTree(new Rectangle(250, 0, 170, 115), TreeItemClicked); Children.Add(Tree); XGTreeItem Shoot = new XGTreeItem("Shoot", Main.inventoryBackTexture); Tree.Items.Add(Shoot); for (int n = 0; n < Main.maxProjectileTypes; n++) // add section items { if (n != 0) { Projectile projectile = new Projectile(); projectile.SetDefaults(n); XGTreeItem Shoot_Section_items = new XGTreeItem(projectile.name, Main.projectileTexture[projectile.type]); Tree.Items.Add(Shoot_Section_items); } } string text = ""; text = "ammo"; ammo = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.ammo_Clicked, 1f, false, false, 0, 50, 0, "F0"); Children.Add(ammo); text = "useammo"; useAmmo = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.useAmmo_Clicked, 1f, false, false, 0, 50, 0, "F0"); Children.Add(useAmmo); text = "shootspeed"; shootSpeed = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.shootSpeed_Clicked, 0.1f, true, false, 0, 100f, 0, "F1"); Children.Add(shootSpeed); text = "knockBack"; knockBack = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.knockBack_Clicked, 1f, false, false, 0, 500, 0, "F0"); Children.Add(knockBack); text = "channel"; channel = new XG_ButtonLabelBool(new Rectangle(200, 10, 100, 60), text, this.channel_Clicked); Children.Add(channel); }
public Item_SG(Mod game, Rectangle rect) : base(rect, "S.G.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Sound and Graphics")); string text = ""; text = "Graphic"; noUseGraphic = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.noUseGraphic_Clicked ); Children.Add(noUseGraphic); text = "alpha"; alpha = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.alpha_Clicked, 1f, true,false,0,100,0,"F0",true); Children.Add(alpha); text = "Animation"; useAnimation = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.useAnimation_Clicked, 1f, false, false, 0, 20, 0, "F0", true); Children.Add(useAnimation); text = "Sound"; useSound = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.useSound_Clicked, 1f, false,false,0,50,0,"F0",true); Children.Add(useSound); text = "width"; width = new XG_PlusMinus(new Rectangle(10 + 180, 10, 100, 60), text, this.width_Clicked,1,true); Children.Add(width); text = "height"; height = new XG_PlusMinus(new Rectangle(10 + 180, 60, 100, 60), text, this.height_Clicked, 1, true); Children.Add(height); text = "scale"; scale = new XG_PlusMinus(new Rectangle(100 + 180, 10, 100, 60),text, this.scale_Clicked,0.1f,true); Children.Add(scale); }
public Item_LP(Mod game, Rectangle rect) : base(rect, "L.P.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Liquid Properties")); string text = ""; text = "lavaWet"; _lavaWet = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.lavaWet_Clicked); Children.Add(_lavaWet); text = "noWet"; _noWet = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.noWet_Clicked); Children.Add(_noWet); text = "wet"; _wet = new XG_ButtonLabelBool(new Rectangle(100, 10, 100, 60), text, this.wet_Clicked); Children.Add(_wet); text = "wetCount"; _wetCount = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.wetCount_Clicked, 1f, true ); Children.Add(_wetCount); }
public Item_EP(Mod game, Rectangle rect) : base(rect, "E.P.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Economy Properties")); string text = ""; text = "buy"; buy = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.buy_Clicked); Children.Add(buy); text = "buyOnce"; buyOnce = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.buyOnce_Clicked); Children.Add(buyOnce); text = "value"; value = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.value_Clicked, 1f, true ); Children.Add(value); text = "stack"; stack = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.stack_Clicked, 1f, true); Children.Add(stack); text = "maxStack"; maxStack = new XG_PlusMinus(new Rectangle(10 + 200, 10, 100, 60), text, this.maxStack_Clicked, 1f, true); Children.Add(maxStack); text = "consumable"; consumable = new XG_ButtonLabelBool(new Rectangle(10 + 200, 60, 100, 60), text, this.consumable_Clicked); Children.Add(consumable); }
public Item_DP(Mod game, Rectangle rect) : base(rect, "D.P.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Default Property")); string text = ""; text = "useTurn"; magic = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.magic_Clicked); Children.Add(magic); text = "autoReuse"; material = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.material_Clicked); Children.Add(material); text = "noMelee"; noMelee = new XG_ButtonLabelBool(new Rectangle(100, 10, 100, 60), text, this.noMelee_Clicked); Children.Add(noMelee); text = "melee"; melee = new XG_ButtonLabelBool(new Rectangle(100, 60, 100, 60), text, this.melee_Clicked); Children.Add(melee); text = "mech"; mech = new XG_ButtonLabelBool(new Rectangle(10 + 200, 10, 100, 60), text, this.mech_Clicked); Children.Add(mech); text = "ranged"; ranged = new XG_ButtonLabelBool(new Rectangle(10 + 200, 60, 100, 60), text, this.ranged_Clicked); Children.Add(ranged); text = "potion"; potion = new XG_ButtonLabelBool(new Rectangle(100 + 200, 10, 100, 60), text, this.potion_Clicked); Children.Add(potion); text = "rare"; rare = new XG_PlusMinus(new Rectangle(100 + 200, 60, 100, 60), text, this.rare_Clicked); Children.Add(rare); }
public InV(Mod game, Rectangle rect) : base(rect, "Inv") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "change inventory")); string text = ""; text = "Cathegory"; Cathegory = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.Cathegory_Clicked, 1f, false, true, 0, 10, 1, "F0", true); Children.Add(Cathegory); text = "Inventory"; Inventor = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.Inventory_Clicked, 1f, false, true, 0, 10, 1, "F0", true); Children.Add(Inventor); LAbel = new XG_Label(new Rectangle(100, 85, 200, 20), "Max Inventories: 0"); Children.Add(LAbel); Children.Add(new XG_Button(new Rectangle(210, 40, 100, 20), "Restore", this.Restore_Clicked)); }
public Buffsel(Mod game, Rectangle rect) : base(rect, "Buffs") { Game = game; string text = ""; text = "minutes"; inmiliseconds = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.Time_Clicked, 1f, true, true, 0, 1000); Children.Add(inmiliseconds); bufftree = new XGTree(new Rectangle(100, 10, 300, 90), TreeItemClicked); Children.Add(bufftree); for (int i = 0; i < Main.buffName.Length; i++) // add sections { if (Main.buffName[i] != null) { bufftree.Items.Add(new XGTreeItem(@Main.buffName[i], Main.buffTexture[i])); } } }