}//end EVC internal override void Complete() { Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monster.Boss = true; StateHandler.State = new StateCombat(monster); StateHandler.Level++; MapFactory.GenerateNewMaze(); StateInGame.locX = MapFactory.startX; StateInGame.locY = MapFactory.startY; StateInGame.change = true; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[1], 120, 450, 400, 400, StateHandler.State); StateHandler.State = quest; }
}//end DVC public QuestCombatTESTING(int x, int y, QuestInterface passed, int diff) { this.next = passed; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = 1; this.goalX = x; this.goalY = y; this.messages = new string[2][]; this.messages[1] = new string[8]; this.messages[1][0] = " Congratulations!"; this.messages[1][1] = ""; this.messages[1][2] = " You have beaten the ambush"; this.messages[1][3] = " and thwarted the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[1][5] = ""; this.messages[1][6] = ""; this.messages[1][7] = "Press [R] to generate a new maze to escape!"; this.messages[0] = new string[4]; this.messages[0][0] = " You've been ambushed!"; this.messages[0][1] = " Fight your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monster.Boss = true; StateHandler.State = new StateCombat(monster); StateHandler.Level++; MapFactory.GenerateNewMaze(); StateInGame.locX = MapFactory.startX; StateInGame.locY = MapFactory.startY; StateInGame.change = true; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }//end EVC
public override void Update() { if (fresh) { fresh = false; actorList = MapFactory.GetCurrentMaze(); MediaHandler.playBGM(FSCMStrikesBackLogic.Properties.Resources.mazebgm, "mazebgm"); MediaHandler.Background = "default.png"; mainActor = PCBuilder.getPC("John"); actorList.Add(mainActor); StateHandler.CameraTarget = mainActor; if (newGame) { StateHandler.Level = 1; StateHandler.Quest = (new QuestExplore(17, 17, null, 2)); PCBuilder.getPC(0).equipped[0] = ItemFactory.CreateEquip(Globals.WEARFLAG_WEAPON, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).equipped[1] = ItemFactory.CreateEquip(Globals.WEARFLAG_CHEST, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).equipped[2] = ItemFactory.CreateEquip(Globals.WEARFLAG_HEAD, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).equipped[3] = ItemFactory.CreateEquip(Globals.WEARFLAG_LEGS + Globals.WEARFLAG_FEET, Globals.ELEMENT_NATURE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(0).runes[0] = ItemFactory.CreateRune(0, Globals.ELEMENT_NATURE, -1, -1, ""); PCBuilder.getPC(0).Health = PCBuilder.getPC(0).MaxHealth; PCBuilder.getPC(1).equipped[0] = ItemFactory.CreateEquip(Globals.WEARFLAG_WEAPON, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).equipped[1] = ItemFactory.CreateEquip(Globals.WEARFLAG_CHEST, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).equipped[2] = ItemFactory.CreateEquip(Globals.WEARFLAG_HEAD, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).equipped[3] = ItemFactory.CreateEquip(Globals.WEARFLAG_LEGS + Globals.WEARFLAG_FEET, Globals.ELEMENT_FIRE, 1, Globals.ITEM_QUALITY_TRASH, ""); PCBuilder.getPC(1).runes[0] = ItemFactory.CreateRune(0, Globals.ELEMENT_FIRE, -1, -1, ""); PCBuilder.getPC(1).Health = PCBuilder.getPC(1).MaxHealth; PCBuilder.getPC(2).equipped[0] = ItemFactory.CreateEquip(Globals.WEARFLAG_WEAPON, Globals.ELEMENT_PHYSICAL, 3, Globals.ITEM_QUALITY_LEGENDARY, "The Smile"); PCBuilder.getPC(2).equipped[1] = ItemFactory.CreateEquip(Globals.WEARFLAG_HEAD, Globals.ELEMENT_PHYSICAL, 3, Globals.ITEM_QUALITY_LEGENDARY, "The Glasses"); PCBuilder.getPC(2).equipped[2] = ItemFactory.CreateEquip(0, Globals.ELEMENT_PHYSICAL, 4, Globals.ITEM_QUALITY_MYTHICAL, "The Beard"); PCBuilder.getPC(2).equipped[3] = ItemFactory.CreateEquip(Globals.WEARFLAG_CHEST | Globals.WEARFLAG_LEGS | Globals.WEARFLAG_FEET, Globals.ELEMENT_PHYSICAL, 3, Globals.ITEM_QUALITY_LEGENDARY, "The Trenchcoat"); PCBuilder.getPC(2).runes[0] = ItemFactory.CreateRune(0, Globals.ELEMENT_WATER, -1, -1, ""); PCBuilder.getPC(2).Health = PCBuilder.getPC(2).MaxHealth; ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_POTION, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_FIRE + Globals.TYPE_CONSUMABLE_PHYSICAL, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_FIRE, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_WATER, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_NATURE, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); ItemHandler.itemList.Add(ItemFactory.CreateConsumable(Globals.TYPE_CONSUMABLE_PHYSICAL, 0, 1, Globals.ITEM_QUALITY_TRASH, null)); newGame = false; } } if (change) { change = false; mainActor.X = locX; mainActor.Y = locY; } }