예제 #1
0
        }//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
예제 #3
0
        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;
            }
        }