public override void Initialize() { base.Initialize(); AdvancedBeamWeapon advancedBeam = new AdvancedBeamWeapon(Game, ItemVariety.Regular); RewardItems.Add(advancedBeam); RestartAfterFail(); SetDestinations(); SetupObjectives(); }
public static String MapCreatorEquip(int equipNbr) { equippedEnergyCell = new AdvancedEnergyCell(Game); String equipInfo = ""; switch (equipNbr) { case 1: { equippedPrimaryWeapons[0] = new BasicLaserWeapon(Game); equippedPrimaryWeapons[1] = new BasicLaserWeapon(Game); equippedSecondary = new HomingMissileWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new RegularEnergyCell(Game); equippedPlating = new BasicPlating(Game); equippedShield = new EmptyShield(Game); equipInfo += "Starters kit (mission ~1)"; break; } case 2: { equippedPrimaryWeapons[0] = new DualLaserWeapon(Game); equippedPrimaryWeapons[1] = new SpreadBulletWeapon(Game); equippedSecondary = new EmptyWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new BasicEnergyCell(Game); equippedPlating = new BasicPlating(Game); equippedShield = new BasicShield(Game); equipInfo += "Past beginner set (mission ~2)"; break; } case 3: { equippedPrimaryWeapons[0] = new MultipleShotWeapon(Game); equippedPrimaryWeapons[1] = new WaveBeamWeapon(Game); equippedSecondary = new TurretWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new RegularEnergyCell(Game); equippedPlating = new BasicPlating(Game); equippedShield = new BasicShield(Game); equipInfo += "Has reached Fortrun (mission ~3)"; break; } case 4: { equippedPrimaryWeapons[0] = new BeamWeapon(Game); equippedPrimaryWeapons[1] = new MultipleShotWeapon(Game); equippedSecondary = new FieldDamageWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new RegularEnergyCell(Game); equippedPlating = new RegularPlating(Game); equippedShield = new RegularShield(Game); equipInfo += "A bit more progress at Fortrun (mission ~4)"; break; } case 5: { equippedPrimaryWeapons[0] = new FragmentMissileWeapon(Game); equippedPrimaryWeapons[1] = new BeamWeapon(Game); equippedSecondary = new SideMissilesWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new AdvancedEnergyCell(Game); equippedPlating = new RegularPlating(Game); equippedShield = new RegularShield(Game); equipInfo += "Has now reached Rebel Station (mission ~5)"; break; } case 6: { equippedPrimaryWeapons[0] = new BallisticLaserWeapon(Game); equippedPrimaryWeapons[1] = new BursterWeapon(Game); equippedSecondary = new SideMissilesWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new AdvancedEnergyCell(Game); equippedPlating = new RegularPlating(Game); equippedShield = new RegularShield(Game); equipInfo += "Running to Peye (mission ~6+)"; break; } case 7: { equippedPrimaryWeapons[0] = new AdvancedLaserWeapon(Game); equippedPrimaryWeapons[1] = new ProximityLaserWeapon(Game); equippedSecondary = new DisruptorWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new AdvancedEnergyCell(Game); equippedPlating = new RegularPlating(Game); equippedShield = new AdvancedShield(Game); equipInfo += "Getting inaccurate here (mission >6-7)"; break; } case 8: { equippedPrimaryWeapons[0] = new AdvancedBeamWeapon(Game); equippedPrimaryWeapons[1] = new ProximityLaserWeapon(Game); equippedSecondary = new SideMissilesWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new AdvancedEnergyCell(Game); equippedPlating = new AdvancedPlating(Game); equippedShield = new AdvancedShield(Game); equipInfo += "Currently highest tier (mission ~10)"; break; } case 9: { equippedPrimaryWeapons[0] = new AdvancedBeamWeapon(Game); equippedPrimaryWeapons[1] = new BursterWeapon(Game); equippedSecondary = new BursterWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new AdvancedEnergyCell(Game); equippedPlating = new AdvancedPlating(Game); equippedShield = new AdvancedShield(Game); //equippedEnergyCell.Recharge *= 10f; //equippedPlating.Speed *= 3f; //equippedPlating.Armor *= 10f; //equippedShield.Regeneration *= 5f; equipInfo += "What's going on here??"; break; } case 0: { equippedPrimaryWeapons[0] = new LongShotWeapon(Game); equippedPrimaryWeapons[1] = new FlameShotWeapon(Game); equippedSecondary = new DisruptorWeapon(Game); currentPrimaryWeapon = equippedPrimaryWeapons[0]; equippedEnergyCell = new AdvancedEnergyCell(Game); equippedPlating = new AdvancedPlating(Game); equippedShield = new AdvancedShield(Game); equipInfo += "Jakobs testing slot"; break; } } equipInfo += "\n" + equippedPrimaryWeapons[0].Name + "\n" + equippedPrimaryWeapons[1].Name + "\n" + equippedSecondary.Name + "\n" + equippedEnergyCell.Name + "\n" + equippedShield.Name + "\n" + equippedPlating.Name; return(equipInfo); }