private Item CreateItem(int ItemID) // Create the appropriate item class - Defaults to a Static Item { Item item = null; switch (ItemID) { #region MobileSaver case 0x0001: // Now used for Mobile Importing. { item = new Static(0x1); break; } #endregion case 0x1F19: // Add any unwanted items here. case 0x0FB7: // TODO: Boat parts: planks, tillerman, etc. break; case 0x0FB1: //forge item = new SmallForgeAddon(); break; case 0x0FAF: //anvil east item = new AnvilEastAddon(); break; case 0x0FB0: //anvil south item = new AnvilSouthAddon(); break; case 0x2DD8: //Elven Forge item = new ElvenForgeAddon(); break; case 0x1922: //FlourMill East item = new FlourMillEastAddon(); break; case 0x1920: case 0x1924: break; //Don't add those items since the addon has them. case 0x192E: //FlourMill South item = new FlourMillSouthAddon(); break; case 0x192C: case 0x1930: break; //Don't add those items since the addon has them. case 0x1060: //Loom East item = new LoomEastAddon(); break; case 0x105F: break; //Don't add those items since the addon has them. case 0x1061: //Loom South item = new LoomSouthAddon(); break; case 0x1062: break; //Don't add those items since the addon has them. case 0x1019: //Spinningwheel East item = new SpinningwheelEastAddon(); break; case 0x1015: //Spinningwheel South item = new SpinningwheelSouthAddon(); break; // Housing Metal Doors case 0x679: item = new NorthWestDoor(); break; case 0x67B: item = new NorthEastDoor(); break; case 0x675: item = new SouthWestDoor(); break; case 0x677: item = new SouthEastDoor(); break; case 0x683: item = new WestNorthDoor(); break; case 0x681: item = new WestSouthDoor(); break; case 0x67F: item = new EastNorthDoor(); break; case 0x67D: item = new EastSouthDoor(); break; /* * case 0x0675: // Metal Doors 2 NOTE: Some doors seem to open the wrong way, but there's no way to determine correct CCW/CW from the POL file. * item = new MetalDoor2( DoorFacing.WestCW ); * break; * case 0x0677: * item = new MetalDoor2( DoorFacing.EastCCW ); * break; * case 0x067D: * item = new MetalDoor2( DoorFacing.SouthCW ); * break; * case 0x067F: * item = new MetalDoor2( DoorFacing.NorthCCW ); * break; */ case 0x0685: // Barred Metal Doors item = new BarredMetalDoor(DoorFacing.WestCW); break; case 0x0687: item = new BarredMetalDoor(DoorFacing.EastCCW); break; case 0x068D: item = new BarredMetalDoor(DoorFacing.SouthCW); break; case 0x068F: item = new BarredMetalDoor(DoorFacing.NorthCCW); break; case 0x0695: // Rattan Doors item = new RattanDoor(DoorFacing.WestCW); break; case 0x0697: item = new RattanDoor(DoorFacing.EastCCW); break; case 0x069D: item = new RattanDoor(DoorFacing.SouthCW); break; case 0x069F: item = new RattanDoor(DoorFacing.NorthCCW); break; case 0x06A5: // Dark Wood Doors item = new DarkWoodDoor(DoorFacing.WestCW); break; case 0x06A7: item = new DarkWoodDoor(DoorFacing.EastCCW); break; case 0x06AD: item = new DarkWoodDoor(DoorFacing.SouthCW); break; case 0x06AF: item = new DarkWoodDoor(DoorFacing.NorthCCW); break; case 0x06B5: // Medium Wood Doors item = new MediumWoodDoor(DoorFacing.WestCW); break; case 0x06B7: item = new MediumWoodDoor(DoorFacing.EastCCW); break; case 0x06BD: item = new MediumWoodDoor(DoorFacing.SouthCW); break; case 0x06BF: item = new MediumWoodDoor(DoorFacing.NorthCCW); break; /* * case 0x06C5: // Metal Doors * item = new MetalDoor( DoorFacing.WestCW ); * break; * case 0x06C7: * item = new MetalDoor( DoorFacing.EastCCW ); * break; * case 0x06CD: * item = new MetalDoor( DoorFacing.SouthCW ); * break; * case 0x06CF: * item = new MetalDoor( DoorFacing.NorthCCW ); * break; */ case 0x06D5: // Light Wood Doors item = new LightWoodDoor(DoorFacing.WestCW); break; case 0x06D7: item = new LightWoodDoor(DoorFacing.EastCCW); break; case 0x06DD: item = new LightWoodDoor(DoorFacing.SouthCW); break; case 0x06DF: item = new LightWoodDoor(DoorFacing.NorthCCW); break; case 0x06E5: // Strong Wood Doors item = new StrongWoodDoor(DoorFacing.WestCW); break; case 0x06E7: item = new StrongWoodDoor(DoorFacing.EastCCW); break; case 0x06ED: item = new StrongWoodDoor(DoorFacing.SouthCW); break; case 0x06EF: item = new StrongWoodDoor(DoorFacing.NorthCCW); break; case 0x2A05: //South facing West half Paper door (SE) item = new SWPaperSEDoor(); break; case 0x2A07: //South facing East half Paper door (SE) item = new SEPaperSEDoor(); break; case 0x2A09: //East facing South half Paper door (SE) item = new ESPaperSEDoor(); break; case 0x2A0B: //East facing North half Paper door (SE) item = new ENPaperSEDoor(); break; case 0x2A0D: //South facing West half Cloth door (SE) item = new SWClothSEDoor(); break; case 0x2A0F: //South facing East half Cloth door (SE) item = new SEClothSEDoor(); break; case 0x2A11: //East facing South half Cloth door (SE) item = new ESClothSEDoor(); break; case 0x2A13: //East facing North half Cloth door (SE) item = new ENClothSEDoor(); break; case 0x2A16: //South facing West half Wooden door (SE) item = new SWWoodenSEDoor(); break; case 0x2A17: //South facing East half Wooden door (SE) item = new SEWoodenSEDoor(); break; case 0x2A19: //East facing South half Wooden door (SE) item = new ESWoodenSEDoor(); break; case 0x2A1B: //East facing North half Wooden door (SE) item = new ENWoodenSEDoor(); break; case 0xE77: //Barrel item = new Barrel(); item.Movable = false; break; case 0xE7F: //Keg item = new Keg(); item.Movable = false; break; case 0xE7A: //PicnicBasket item = new PicnicBasket(); item.Movable = false; break; case 0x990: //Basket item = new Basket(); item.Movable = false; break; case 0x9AA: //WoodenBox (0xE7D) item = new WoodenBox(); item.Movable = false; break; case 0xE7D: //WoodenBox (0xE7D) item = new WoodenBox(); item.Movable = false; item.ItemID = 0xE7D; break; case 0x9A9: //SmallCrate (0xE7E) item = new SmallCrate(); item.Movable = false; break; case 0xE7E: //SmallCrate (0xE7E) item = new SmallCrate(); item.Movable = false; item.ItemID = 0xE7E; break; case 0xE3F: //MediumCrate (0xE3E) item = new MediumCrate(); item.Movable = false; break; case 0xE3E: //MediumCrate (0xE3E) item = new MediumCrate(); item.Movable = false; item.ItemID = 0xE3E; break; case 0xE3D: //LargeCrate (0xE3C) item = new LargeCrate(); item.Movable = false; break; case 0xE3C: //LargeCrate (0xE3C) item = new LargeCrate(); item.Movable = false; item.ItemID = 0xE3C; break; case 0x9A8: //MetalBox (0xE80) item = new MetalBox(); item.Movable = false; break; case 0xE80: //MetalBox (0xE80) item = new MetalBox(); item.Movable = false; item.ItemID = 0xE80; break; case 0x9AB: //MetalChest (0xE7C) item = new MetalChest(); item.Movable = false; break; case 0xE7C: //MetalChest (0xE7C) item = new MetalChest(); item.Movable = false; item.ItemID = 0xE7C; break; case 0xE41: //MetalGoldenChest (0xE40) item = new MetalGoldenChest(); item.Movable = false; break; case 0xE40: //MetalGoldenChest (0xE40) item = new MetalGoldenChest(); item.Movable = false; item.ItemID = 0xE40; break; case 0xe43: //WoodenChest (0xe42) item = new WoodenChest(); item.Movable = false; break; case 0xe42: //WoodenChest (0xe42) item = new WoodenChest(); item.Movable = false; item.ItemID = 0xe42; break; case 0x280B: //PlainWoodenChest (0x280C) item = new PlainWoodenChest(); item.Movable = false; break; case 0x280C: //PlainWoodenChest (0x280C) item = new PlainWoodenChest(); item.Movable = false; item.ItemID = 0x280C; break; case 0x280D: //OrnateWoodenChest (0x280E) item = new OrnateWoodenChest(); item.Movable = false; break; case 0x280E: //OrnateWoodenChest (0x280E) item = new OrnateWoodenChest(); item.Movable = false; item.ItemID = 0x280E; break; case 0x280F: //GildedWoodenChest (0x2810) item = new GildedWoodenChest(); item.Movable = false; break; case 0x2810: //GildedWoodenChest (0x2810) item = new GildedWoodenChest(); item.Movable = false; item.ItemID = 0x2810; break; case 0x2811: //WoodenFootLocker (0x2812) item = new WoodenFootLocker(); item.Movable = false; break; case 0x2812: //WoodenFootLocker (0x2812) item = new WoodenFootLocker(); item.Movable = false; item.ItemID = 0x2812; break; case 0x2813: //FinishedWoodenChest (0x2814) item = new FinishedWoodenChest(); item.Movable = false; break; case 0x2814: //FinishedWoodenChest (0x2814) item = new FinishedWoodenChest(); item.Movable = false; item.ItemID = 0x2814; break; case 0x2815: //TallCabinet (0x2816) item = new TallCabinet(); item.Movable = false; break; case 0x2816: //TallCabinet (0x2816) item = new TallCabinet(); item.Movable = false; item.ItemID = 0x2816; break; case 0x2817: //ShortCabinet (0x2818) item = new ShortCabinet(); item.Movable = false; break; case 0x2818: //ShortCabinet (0x2818) item = new ShortCabinet(); item.Movable = false; item.ItemID = 0x2818; break; case 0x2857: //RedArmoire (0x2858) item = new RedArmoire(); item.Movable = false; break; case 0x2858: //RedArmoire (0x2858) item = new RedArmoire(); item.Movable = false; item.ItemID = 0x2858; break; case 0x285D: //CherryArmoire (0x285E) item = new CherryArmoire(); item.Movable = false; break; case 0x285E: //CherryArmoire (0x285E) item = new CherryArmoire(); item.Movable = false; item.ItemID = 0x285E; break; case 0x285B: //MapleArmoire (0x285C) item = new MapleArmoire(); item.Movable = false; break; case 0x285C: //MapleArmoire (0x285C) item = new MapleArmoire(); item.Movable = false; item.ItemID = 0x285C; break; case 0x2859: //ElegantArmoire (0x285A) item = new ElegantArmoire(); item.Movable = false; break; case 0x285A: //ElegantArmoire (0x285A) item = new ElegantArmoire(); item.Movable = false; item.ItemID = 0x285A; break; case 0xA97: //FullBookcase (0xa97, 0xa99, 0xa98, 0xa9a, 0xa9b, 0xa9c) item = new FullBookcase(); item.Movable = false; break; case 0xA99: //FullBookcase (0xa97, 0xa99, 0xa98, 0xa9a, 0xa9b, 0xa9c) item = new FullBookcase(); item.Movable = false; item.ItemID = 0xa99; break; case 0xA98: //FullBookcase (0xa97, 0xa99, 0xa98, 0xa9a, 0xa9b, 0xa9c) item = new FullBookcase(); item.Movable = false; item.ItemID = 0xa98; break; case 0xA9a: //FullBookcase (0xa97, 0xa99, 0xa98, 0xa9a, 0xa9b, 0xa9c) item = new FullBookcase(); item.Movable = false; item.ItemID = 0xa9a; break; case 0xA9b: //FullBookcase (0xa97, 0xa99, 0xa98, 0xa9a, 0xa9b, 0xa9c) item = new FullBookcase(); item.Movable = false; item.ItemID = 0xa9b; break; case 0xA9c: //FullBookcase (0xa97, 0xa99, 0xa98, 0xa9a, 0xa9b, 0xa9c) item = new FullBookcase(); item.Movable = false; item.ItemID = 0xa9c; break; case 0xA9D: //EmptyBookcase (0xa9e) item = new EmptyBookcase(); item.Movable = false; break; case 0xa9e: //EmptyBookcase (0xa9e) item = new EmptyBookcase(); item.Movable = false; item.ItemID = 0xa9e; break; case 0xA2C: //Drawer (0xa34) item = new Drawer(); item.Movable = false; break; case 0xa34: //Drawer (0xa34) item = new Drawer(); item.Movable = false; item.ItemID = 0xa34; break; case 0xA30: //FancyDrawer (0xa38) item = new FancyDrawer(); item.Movable = false; break; case 0xa38: //FancyDrawer (0xa38) item = new FancyDrawer(); item.Movable = false; item.ItemID = 0xa38; break; case 0xA4F: //Armoire (0xa53) item = new Armoire(); item.Movable = false; break; case 0xa53: //Armoire (0xa53) item = new Armoire(); item.Movable = false; item.ItemID = 0xa53; break; case 0xA4D: //FancyArmoire (0xa51) item = new FancyArmoire(); item.Movable = false; break; case 0xa51: //FancyArmoire (0xa51) item = new FancyArmoire(); item.Movable = false; item.ItemID = 0xa51; break; default: item = new Static(ItemID); item.Movable = false; break; } return(item); }
public static void Generate(Mobile m) { #region Gravewater Lake Finish CommandSystem.Handle(m, Server.Commands.CommandSystem.Prefix + "XmlLoad Spawns/GravewaterLake.xml"); CommandSystem.Handle(m, Server.Commands.CommandSystem.Prefix + "GenWinchAssembly"); // StorageLocker StorageLocker storagelocker = new StorageLocker(Parts.Flywheel); storagelocker.MoveToWorld(new Point3D(6421, 1753, 0), Map.Trammel); storagelocker.Active = true; storagelocker = new StorageLocker(Parts.BearingAssembly); storagelocker.MoveToWorld(new Point3D(6441, 1753, 0), Map.Trammel); storagelocker.Active = true; storagelocker = new StorageLocker(Parts.PowerCore); storagelocker.MoveToWorld(new Point3D(6441, 1733, 0), Map.Trammel); storagelocker.Active = true; storagelocker = new StorageLocker(Parts.WireSpool); storagelocker.MoveToWorld(new Point3D(6421, 1733, 0), Map.Trammel); storagelocker.Active = true; Item door = new LightWoodDoor(DoorFacing.SouthCW); door.Hue = 2952; door.MoveToWorld(new Point3D(6427, 1735, 0), Map.Trammel); door = new LightWoodDoor(DoorFacing.SouthCW); door.Hue = 2952; door.MoveToWorld(new Point3D(6427, 1752, 0), Map.Trammel); door = new LightWoodDoor(DoorFacing.SouthCCW); door.Hue = 2952; door.MoveToWorld(new Point3D(6435, 1735, 0), Map.Trammel); door = new LightWoodDoor(DoorFacing.SouthCCW); door.Hue = 2952; door.MoveToWorld(new Point3D(6435, 1752, 0), Map.Trammel); door = new LightWoodDoor(DoorFacing.WestCW); door.Hue = 2952; door.MoveToWorld(new Point3D(6431, 1727, 0), Map.Trammel); door = new LightWoodDoor(DoorFacing.EastCCW); door.Hue = 2952; door.MoveToWorld(new Point3D(6432, 1727, 0), Map.Trammel); Static decor = new Static(0x1EAF); decor.MoveToWorld(new Point3D(6310, 1704, 11), Map.Trammel); decor = new Static(0x1ED5); decor.MoveToWorld(new Point3D(6310, 1705, -5), Map.Trammel); decor = new Static(0x10A4); decor.MoveToWorld(new Point3D(6310, 1703, 8), Map.Trammel); decor = new Static(0x2E3D); decor.MoveToWorld(new Point3D(6311, 1703, 19), Map.Trammel); decor = new Static(0x3A8); decor.MoveToWorld(new Point3D(6309, 1704, 20), Map.Trammel); decor = new Static(0x3A8); decor.MoveToWorld(new Point3D(6310, 1704, 20), Map.Trammel); decor = new Static(0x3A6); decor.MoveToWorld(new Point3D(6309, 1703, 24), Map.Trammel); decor = new Static(0x3A6); decor.MoveToWorld(new Point3D(6310, 1703, 24), Map.Trammel); Item ladder = new ShipLadder(new Point3D(6302, 1672, 0), Map.Trammel, 0x08A6); ladder.MoveToWorld(new Point3D(6431, 1699, 0), Map.Trammel); ladder = new ShipLadder(new Point3D(6432, 1699, 0), Map.Trammel, 0x08A6); ladder.MoveToWorld(new Point3D(6304, 1672, -5), Map.Trammel); ladder = new ShipLadder(new Point3D(6292, 1720, 0), Map.Trammel, 0x08A1); ladder.MoveToWorld(new Point3D(6400, 1656, 0), Map.Trammel); ladder = new ShipLadder(new Point3D(1699, 1646, -115), Map.Malas, 0x14FA); ladder.MoveToWorld(new Point3D(6278, 1773, 0), Map.Trammel); Item sign = new ShipSign(0xBD2, 1154461); // Use Ladder to Return to Foredeck sign.MoveToWorld(new Point3D(6400, 1658, 0), Map.Trammel); sign = new ShipSign(0xBCF, 1154492); // Use the rope to return to the surface sign.MoveToWorld(new Point3D(6278, 1773, 0), Map.Trammel); sign = new ShipSign(0xBD1, 1154463); // Warning! Only those with proper gear may enter the lake for salvage operations! Enter at your own risk! No Pets! sign.MoveToWorld(new Point3D(1698, 1566, -110), Map.Malas); // CaptainsLogScroll Item scroll = new CaptainsLogScroll(); scroll.MoveToWorld(new Point3D(6430, 1743, 0), Map.Trammel); Item tele = new Teleporter(new Point3D(6445, 1743, 0), Map.Trammel); tele.MoveToWorld(new Point3D(6321, 1710, -35), Map.Trammel); tele = new Teleporter(new Point3D(6445, 1743, 0), Map.Trammel); tele.MoveToWorld(new Point3D(6321, 1711, -35), Map.Trammel); tele = new Teleporter(new Point3D(6322, 1710, -35), Map.Trammel); tele.MoveToWorld(new Point3D(6447, 1741, 1), Map.Trammel); tele = new Teleporter(new Point3D(6322, 1710, -35), Map.Trammel); tele.MoveToWorld(new Point3D(6447, 1742, 1), Map.Trammel); tele = new Teleporter(new Point3D(6322, 1710, -35), Map.Trammel); tele.MoveToWorld(new Point3D(6447, 1743, 1), Map.Trammel); tele = new Teleporter(new Point3D(6322, 1710, -35), Map.Trammel); tele.MoveToWorld(new Point3D(6447, 1744, 1), Map.Trammel); tele = new Teleporter(new Point3D(6322, 1710, -35), Map.Trammel); tele.MoveToWorld(new Point3D(6447, 1745, 1), Map.Trammel); tele = new Whirlpool(new Point3D(6274, 1787, 0), Map.Trammel); tele.MoveToWorld(new Point3D(1700, 1638, -115), Map.Malas); Item item = new AnkhWest(); item.MoveToWorld(new Point3D(1694, 1562, -109), Map.Malas); item = new DungeonHitchingPost(); item.MoveToWorld(new Point3D(1702, 1552, -109), Map.Malas); #endregion #region Quester Spawns XmlSpawner sp; sp = new XmlSpawner("GipsyGemologist"); sp.SpawnRange = 1; sp.HomeRange = 5; sp.MoveToWorld(new Point3D(1509, 618, -16), Map.Ilshenar); sp.Respawn(); sp = new XmlSpawner("ChampHuthwait"); sp.SpawnRange = 1; sp.HomeRange = 5; sp.MoveToWorld(new Point3D(2995, 635, 0), Map.Trammel); sp.Respawn(); sp = new XmlSpawner("JosefSkimmons"); sp.SpawnRange = 1; sp.HomeRange = 5; sp.MoveToWorld(new Point3D(2630, 2092, 10), Map.Trammel); sp.Respawn(); sp = new XmlSpawner("MadelineHarte"); sp.SpawnRange = 1; sp.HomeRange = 5; sp.MoveToWorld(new Point3D(1364, 3780, 0), Map.Trammel); sp.Respawn(); sp = new XmlSpawner("CousteauPerron"); sp.SpawnRange = 1; sp.HomeRange = 5; sp.MoveToWorld(new Point3D(5212, 2314, 28), Map.Trammel); sp.Respawn(); sp = new XmlSpawner("HeplerPaulson"); sp.SpawnRange = 1; sp.HomeRange = 5; sp.MoveToWorld(new Point3D(2039, 2842, 0), Map.Trammel); sp.Respawn(); #endregion #region Custeau Perron House door = new CusteauPerronHouseDoor(); door.MoveToWorld(new Point3D(1651, 1551, 25), Map.Trammel); scroll = new MasterThinkerSchematics(); scroll.MoveToWorld(new Point3D(1649, 1547, 54), Map.Trammel); decor = new Static(0xB7F); decor.MoveToWorld(new Point3D(1651, 1549, 45), Map.Trammel); decor = new Static(0xB80); decor.MoveToWorld(new Point3D(1652, 1549, 45), Map.Trammel); decor = new Static(0xB7E); decor.MoveToWorld(new Point3D(1653, 1549, 45), Map.Trammel); item = new MasterThinkerContoller(); item.MoveToWorld(new Point3D(1652, 1547, 45), Map.Trammel); #endregion #region Ice Dungeon Item addon = new CousteauPerronAddon(); addon.MoveToWorld(new Point3D(5211, 2312, 28), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5799, 234, -5), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5799, 235, -4), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5800, 236, -8), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5802, 234, -4), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5801, 239, -7), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5801, 240, -4), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5803, 243, -2), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5806, 244, -6), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5807, 240, -2), Map.Trammel); item = new IceCrystals(); item.MoveToWorld(new Point3D(5808, 237, -3), Map.Trammel); #endregion #region Sorcerers Dungeon sp = new XmlSpawner(2, 5, 5, 0, 5, 1, "RockMite"); sp.MoveToWorld(new Point3D(122, 10, -28), Map.Ilshenar); sp.Respawn(); CommandSystem.Handle(m, Server.Commands.CommandSystem.Prefix + "GenSorcerersPlate"); #endregion #region Scroll scroll = new WillemHarteScroll(); scroll.MoveToWorld(new Point3D(1359, 3779, 7), Map.Trammel); scroll = new MadelineHarteScroll(); scroll.MoveToWorld(new Point3D(1359, 3780, 7), Map.Trammel); scroll = new LiamDeFoeScroll(); scroll.MoveToWorld(new Point3D(1364, 3778, 1), Map.Trammel); scroll = new CalculationsScroll(); scroll.MoveToWorld(new Point3D(2997, 632, 9), Map.Trammel); scroll = new SuspicionsScroll(); scroll.MoveToWorld(new Point3D(2993, 632, 14), Map.Trammel); scroll = new SealedLettersScroll(); scroll.MoveToWorld(new Point3D(2992, 636, 5), Map.Trammel); scroll = new LedgerScroll(); scroll.MoveToWorld(new Point3D(2580, 1118, 5), Map.Trammel); scroll = new JournalScroll(); scroll.MoveToWorld(new Point3D(2578, 1120, 0), Map.Trammel); scroll = new SorcerersScroll(); scroll.MoveToWorld(new Point3D(101, 42, -22), Map.Ilshenar); #endregion }
// Create the appropriate item class - Defaults to a Static Item private Item CreateItem(int ItemID) { Item item = null; switch (ItemID) { // Don't import nodraw, node crystals, odd items, etc. // Add any unwanted items here. // TODO: Boat parts: planks, tillerman, etc. case 0x0001: case 0x1F19: case 0x0FB7: break; /* * Put all usable items here, for example, forges, anvils, * training dummies, lights, containers, messageboards, etc. * We'll need to wait until some of them are scripted. * * The following are some examples, I intend to finish things * up as quickly as I can. */ case 0x0FB1: //forge item = new SmallForgeAddon(); break; case 0x0FAF: //anvil east item = new AnvilEastAddon(); break; case 0x0FB0: //anvil south item = new AnvilSouthAddon(); break; // TODO: Gates /* * Now create all of the doors according to graphic. * NOTE: Some doors seem to open the wrong way, but * there's no way to determine correct CCW/CW * from the POL file. */ // Metal Doors 2 case 0x0675: item = new MetalDoor2(DoorFacing.WestCW); break; case 0x0677: item = new MetalDoor2(DoorFacing.EastCCW); break; case 0x067D: item = new MetalDoor2(DoorFacing.SouthCW); break; case 0x067F: item = new MetalDoor2(DoorFacing.NorthCCW); break; // Barred Metal Doors case 0x0685: item = new BarredMetalDoor(DoorFacing.WestCW); break; case 0x0687: item = new BarredMetalDoor(DoorFacing.EastCCW); break; case 0x068D: item = new BarredMetalDoor(DoorFacing.SouthCW); break; case 0x068F: item = new BarredMetalDoor(DoorFacing.NorthCCW); break; // Rattan Doors case 0x0695: item = new RattanDoor(DoorFacing.WestCW); break; case 0x0697: item = new RattanDoor(DoorFacing.EastCCW); break; case 0x069D: item = new RattanDoor(DoorFacing.SouthCW); break; case 0x069F: item = new RattanDoor(DoorFacing.NorthCCW); break; // Dark Wood Doors case 0x06A5: item = new DarkWoodDoor(DoorFacing.WestCW); break; case 0x06A7: item = new DarkWoodDoor(DoorFacing.EastCCW); break; case 0x06AD: item = new DarkWoodDoor(DoorFacing.SouthCW); break; case 0x06AF: item = new DarkWoodDoor(DoorFacing.NorthCCW); break; // Medium Wood Doors case 0x06B5: item = new MediumWoodDoor(DoorFacing.WestCW); break; case 0x06B7: item = new MediumWoodDoor(DoorFacing.EastCCW); break; case 0x06BD: item = new MediumWoodDoor(DoorFacing.SouthCW); break; case 0x06BF: item = new MediumWoodDoor(DoorFacing.NorthCCW); break; // Metal Doors case 0x06C5: item = new MetalDoor(DoorFacing.WestCW); break; case 0x06C7: item = new MetalDoor(DoorFacing.EastCCW); break; case 0x06CD: item = new MetalDoor(DoorFacing.SouthCW); break; case 0x06CF: item = new MetalDoor(DoorFacing.NorthCCW); break; // Light Wood Doors case 0x06D5: item = new LightWoodDoor(DoorFacing.WestCW); break; case 0x06D7: item = new LightWoodDoor(DoorFacing.EastCCW); break; case 0x06DD: item = new LightWoodDoor(DoorFacing.SouthCW); break; case 0x06DF: item = new LightWoodDoor(DoorFacing.NorthCCW); break; // Strong Wood Doors case 0x06E5: item = new StrongWoodDoor(DoorFacing.WestCW); break; case 0x06E7: item = new StrongWoodDoor(DoorFacing.EastCCW); break; case 0x06ED: item = new StrongWoodDoor(DoorFacing.SouthCW); break; case 0x06EF: item = new StrongWoodDoor(DoorFacing.NorthCCW); break; default: item = new Static(ItemID); item.Movable = false; break; } return(item); }