public override void InitOutfit() { Item i = new Bonnet(1881); i.Layer = Layer.Helm; AddItem(i); i = new FullApron(1881); i.Layer = Layer.OuterTorso; AddItem(i); i = new TuniqueBourgeoise(1881); i.Layer = Layer.MiddleTorso; AddItem(i); i = new CeintureBourse(0); i.Layer = Layer.Waist; AddItem(i); i = new PantalonsNordique(1130); i.Layer = Layer.Pants; AddItem(i); i = new GoldRing(0); i.Layer = Layer.Ring; AddItem(i); i = new Shoes(1846); i.Layer = Layer.Shoes; AddItem(i); }
private void GenerateItems() { List <Item> items = new List <Item>(); /*On ajoute ici les items que l'on veut que le PNJ porte, seule cette section doit être modifiée*/ /*------------------*/ Item it = new ArbaleteRepetition(); it.Hue = 0; items.Add(it); it = new Bandana(); it.Hue = 2307; items.Add(it); it = new CagouleGorget(); it.Hue = 2307; items.Add(it); it = new TuniqueNomade(); it.Hue = 0; items.Add(it); it = new Carquois(); it.Hue = 0; items.Add(it); it = new LeatherGloves(); it.Hue = 1875; items.Add(it); it = new CeintureBourse(); it.Hue = 2307; items.Add(it); it = new LeatherLegs(); it.Hue = 1875; items.Add(it); it = new BottesVoyage(); it.Hue = 2307; items.Add(it); /*------------------*/ if (items.Count > 0) { for (int i = 0; i < items.Count; ++i) { items[i].Movable = false; items[i].CanBeAltered = false; AddItem(items[i]); } } }