public void MountSoldier() { switch (Nation) { case Nation.Alyrian: { AlyrianHorse alyrianhorse = new AlyrianHorse(); alyrianhorse.Rider = this; break; } case Nation.Azhuran: { AzhuranHorse azhuranhorse = new AzhuranHorse(); azhuranhorse.Rider = this; break; } case Nation.Khemetar: { KhemetarHorse khemetarhorse = new KhemetarHorse(); khemetarhorse.Rider = this; break; } case Nation.Mhordul: { MhordulHorse mhordulhorse = new MhordulHorse(); mhordulhorse.Rider = this; break; } case Nation.Tyrean: { TyreanHorse tyreanhorse = new TyreanHorse(); tyreanhorse.Rider = this; break; } case Nation.Vhalurian: { if (Utility.RandomBool()) { VhalurianHorse vhalurianhorse = new VhalurianHorse(); vhalurianhorse.Rider = this; } else { WarHorse warhorse = new WarHorse(); warhorse.Rider = this; } break; } case Nation.Imperial: { if (Utility.RandomBool()) { VhalurianHorse vhorse = new VhalurianHorse(); vhorse.Rider = this; } else { TyreanHorse thorse = new TyreanHorse(); thorse.Rider = this; } break; } case Nation.Sovereign: { if (Utility.RandomBool()) { MhordulHorse mhorse = new MhordulHorse(); mhorse.Rider = this; } else { AlyrianHorse ahorse = new AlyrianHorse(); ahorse.Rider = this; } break; } case Nation.Society: { if (Utility.RandomBool()) { KhemetarHorse khorse = new KhemetarHorse(); khorse.Rider = this; } else { AzhuranHorse azhorse = new AzhuranHorse(); azhorse.Rider = this; } break; } case Nation.Insularii: { if (Utility.RandomBool()) { MhordulHorse imhorse = new MhordulHorse(); imhorse.Rider = this; } else { WarHorse iwarhorse = new WarHorse(); iwarhorse.Rider = this; } break; } } }
public override void Effect() { if( Caster.Followers < Caster.FollowersMax && CasterHasEnoughMana ) { Caster.Mana -= TotalCost; VhalurianHorse horse = new VhalurianHorse(); horse.Hue = 12345678; horse.Name = "a spirit steed"; Summon( Caster, horse, 60, 535 ); Success = true; } else Caster.SendMessage( "You do not have enough follower slots to do that." ); }