public static Room.Room TempleOfTyr() { var room = new Room.Room { region = "Tutorial", area = "Tutorial", areaId = 11, title = "Temple of Tyr", description = "<p>A circular blue mosaic covers the centre of the temple with a gold fist and star underneath in the centre. Above is a dome roof with yellow tinted glass giving the area a golden glow. An Alter to Tyr is at the back with a large blue banner hanging from the wall with the same golden fist above the star. To the south the entrance to the Temple</p>", //Defaults exits = new List <Exit>(), items = new List <Item.Item>(), mobs = new List <PlayerSetup.Player>(), terrain = Room.Room.Terrain.Field, keywords = new List <RoomObject>(), corpses = new List <PlayerSetup.Player>(), players = new List <PlayerSetup.Player>(), fighting = new List <string>(), clean = true, }; var mortem = new PlayerSetup.Player { NPCId = Guid.NewGuid(), Name = "Mortem", NPCLongName = "Mortem", KnownByName = true, Type = PlayerSetup.Player.PlayerTypes.Mob, Description = "A blue cape of Tyr hangs down Mortems back who is covered in full plate mail except for his heads and hands. A golden mace hangs upside down from his belt.", Strength = 14, Dexterity = 16, Constitution = 18, Intelligence = 12, Wisdom = 18, Charisma = 14, MaxHitPoints = 300, HitPoints = 300, Level = 20, Gold = 450, Status = PlayerSetup.Player.PlayerStatus.Standing, Skills = new List <Skill>(), Inventory = new List <Item.Item>(), DialogueTree = new List <DialogTree>(), Greet = false, Emotes = new List <string>(), EventOnComunicate = new Dictionary <string, string>(), EventWake = "awakening awake", EventWear = "awakening awake" }; var plainTop = ClothingBody.PlainTop(); var plainTrousers = ClothingLegs.PlainTrousers(); var breastPlateTyr = FullPlateBody.BreastPlateOfTyr(); breastPlateTyr.location = Item.Item.ItemLocation.Worn; mortem.Inventory.Add(plainTop); mortem.Inventory.Add(plainTrousers); mortem.Inventory.Add(breastPlateTyr); mortem.Equipment.Body = breastPlateTyr.name; var intro = new DialogTree() { GiveQuest = true, QuestId = 0, Message = "" }; var south = new Exit { name = "South", area = "Anker", region = "Anker", areaId = 17, keywords = new List <string>(), hidden = false, locked = false }; room.exits.Add(south); // create item for platemail / cape / mace / set to worn //top and trousers for player room.mobs.Add(mortem); return(room); }
public static PlayerSetup.Player MetalMedleyBlacksmith() { #region NPC setup var ferron = new PlayerSetup.Player { NPCId = Guid.NewGuid(), Name = "Ferron", NPCLongName = "Ferron", KnownByName = true, Type = PlayerSetup.Player.PlayerTypes.Mob, Description = "The black smith", Strength = 80, Dexterity = 60, Constitution = 60, Intelligence = 60, Wisdom = 60, Charisma = 60, MaxHitPoints = 2250, HitPoints = 2250, Level = 51, Status = PlayerSetup.Player.PlayerStatus.Standing, Skills = new List <Skill>(), Inventory = new ItemContainer(), Trainer = false, Greet = true, Shop = true, itemsToSell = new List <Item.Item>(), sellerMessage = "Why of course, here is what I can sell you.", GreetMessage = "Hello there!", DialogueTree = new List <DialogTree>() { new DialogTree() { Id = "Ferron1", Message = "Horik Broke his axe again! What has he done this time?", ShowIfOnQuest = "Repair Horik's Axe", PossibleResponse = new List <Responses>() { new Responses() { QuestionId = "Ferron1a", AnswerId = "Ferron1a", Response = "Yes, this is the axe. Is it fixable?", DoEmote = "You show Ferron the broken axe." } }, }, new DialogTree() { Id = "Ferron1a", Message = "Ah, this is an easy fix.", MatchPhrase = "Yes, this is the axe. Is it fixable?", PossibleResponse = new List <Responses>(), GiveItem = Items.MiscEQ.Held.Held.RepairHammer(), GiveItemEmote = "Ferron hands you a hammer. This is a repair hammer, hit the axe here, here and here says ferron jabbing his finger at the axe. <p> Now i've helped you, you can help me. I'm having issues with some of my raw material shipments. I suspect bandits. You should check back again soon incase one goes missing as I will need someone to try and track down these Bandit theieves.</p>" + "<p>Hint: use repair axe to fix the broken axe. Then head back to Horick", GiveSkill = Repair.RepairAb() }, }, Dialogue = new List <Responses>(), }; #endregion #region 4sale for (int i = 0; i < 20; i++) { ferron.itemsToSell.Add(ShortSwordBasic.Saber()); ferron.itemsToSell.Add(LongSwordBasic.BastardSword()); ferron.itemsToSell.Add(SpearBasic.BoarSpear()); ferron.itemsToSell.Add(AxeBasic.DoubleAxe()); ferron.itemsToSell.Add(HammerBasic.GreatHammer()); ferron.itemsToSell.Add(LongSwordBasic.Katana()); ferron.itemsToSell.Add(DaggerBasic.HuntingKnife()); ferron.itemsToSell.Add(DaggerBasic.HiddenBlade()); //armor scale mail ferron.itemsToSell.Add(ScalemailHead.ScalemailHelm()); ferron.itemsToSell.Add(ScalemailBody.ScalemailBreastPlate()); ferron.itemsToSell.Add(ScalemailArms.ScalemailSleeves()); ferron.itemsToSell.Add(ScalemailLegs.ScalemailGreaves()); ferron.itemsToSell.Add(ScalemailHands.ScalemailGauntlets()); ferron.itemsToSell.Add(ScalemailFeet.ScalemailBoots()); //armour bronze - bronze has crappy stats, make better? ferron.itemsToSell.Add(FullPlateHelm.BronzeHelm()); ferron.itemsToSell.Add(FullPlateBody.BronzeBreastPlate()); ferron.itemsToSell.Add(FullPlateSleeves.BronzeSleeves()); ferron.itemsToSell.Add(FullPlateGreaves.BronzeGreaves()); ferron.itemsToSell.Add(FullPlateGauntlet.BronzeGauntlets()); ferron.itemsToSell.Add(FullPlateBoots.BronzeBoots()); ferron.itemsToSell.Add(Materials.CopperOre()); } #endregion #region Dialogue #endregion return(ferron); }
public static PlayerSetup.Player MetalMedleyBlacksmith() { #region NPC setup var ferron = new PlayerSetup.Player { NPCId = Guid.NewGuid(), Name = "Ferron", KnownByName = true, Type = PlayerSetup.Player.PlayerTypes.Mob, Description = "The black smith", Strength = 15, Dexterity = 16, Constitution = 16, Intelligence = 12, Wisdom = 16, Charisma = 18, MaxHitPoints = 350, HitPoints = 350, Level = 20, Status = PlayerSetup.Player.PlayerStatus.Standing, Skills = new List <Skill>(), Inventory = new List <Item.Item>(), Trainer = false, Greet = true, Shop = true, itemsToSell = new List <Item.Item>(), sellerMessage = "Why of course, here is what I can sell you.", GreetMessage = "Hello there!", DialogueTree = new List <DialogTree>(), Dialogue = new List <Responses>(), Quest = new List <Quest>() }; #endregion ferron.itemsToSell.Add(ShortSwordBasic.Saber()); ferron.itemsToSell.Add(LongSwordBasic.BastardSword()); ferron.itemsToSell.Add(SpearBasic.BoarSpear()); ferron.itemsToSell.Add(AxeBasic.DoubleAxe()); ferron.itemsToSell.Add(HammerBasic.GreatHammer()); ferron.itemsToSell.Add(LongSwordBasic.Katana()); ferron.itemsToSell.Add(DaggerBasic.HuntingKnife()); ferron.itemsToSell.Add(DaggerBasic.HiddenBlade()); //armor scale mail ferron.itemsToSell.Add(ScalemailHead.ScalemailHelm()); ferron.itemsToSell.Add(ScalemailBody.ScalemailBreastPlate()); ferron.itemsToSell.Add(ScalemailArms.ScalemailSleeves()); ferron.itemsToSell.Add(ScalemailLegs.ScalemailGreaves()); ferron.itemsToSell.Add(ScalemailHands.ScalemailGauntlets()); ferron.itemsToSell.Add(ScalemailFeet.ScalemailBoots()); //armour bronze - bronze has crappy stats, make better? ferron.itemsToSell.Add(FullPlateHelm.BronzeHelm()); ferron.itemsToSell.Add(FullPlateBody.BronzeBreastPlate()); ferron.itemsToSell.Add(FullPlateSleeves.BronzeSleeves()); ferron.itemsToSell.Add(FullPlateGreaves.BronzeGreaves()); ferron.itemsToSell.Add(FullPlateGauntlet.BronzeGauntlets()); ferron.itemsToSell.Add(FullPlateBoots.BronzeBoots()); return(ferron); }