public TreeMenu GetSkillMenu() { var skillTree = new NTree(new Node("Get High", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill), TreeType.Skill, new Point(50, 120)); skillTree.AddChild(new Node("Blazed Off Glory", new GTASprite("mpcarhud", "ocelot"), NodeType.Skill)) .AddChild(new Node("Reject Nonsense", new GTASprite("mpinventory", "mp_specitem_heroin"), NodeType.Skill)) .AddChild(new Node("Get Hammered", new GTASprite("mpinventory", "survival"), NodeType.Skill)); var toughen = skillTree.AddChild(new Node("Toughen Up", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill)) .AddChild(new Node("Reinforcements", new GTASprite("mpinventory", "team_deathmatch"), NodeType.Skill)); toughen.AddChild(new Node("Rampage", new GTASprite("heisthud", "hc_trevor"), NodeType.Skill, TreeDirection.Down)); return(new TreeMenu(skillTree)); }
private static NTree RampageTree() { var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3); var startingNode = new Node("Rampage", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill).WithUnusable(); var tree = new NTree("Rampage", startingNode, TreeType.SkillMod, pos); tree.AddChild(new Node("Rampage I", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Rampage Time", 8000); }) .WithDescription("Increases rampage time to 8 seconds")); tree.AddChild(new Node("Rampage II", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Rampage Time", 10000); }) .WithDescription("Increases rampage time to 10 seconds")); return(tree); }
private static NTree ToughenUpTree() { var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3); var startingNode = new Node("Toughen Up", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill).WithUnusable(); var tree = new NTree("Toughen Up", startingNode, TreeType.SkillMod, pos); tree.AddChild(new Node("Increased Armor", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Armor Amount", 20); }) .WithDescription("Increases armor gain to 20")); tree.AddChild(new Node("Swift Change", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.CoolDownMs = 15000; }) .WithDescription("Decreases cooldown time to 15 seconds")); return(tree); }
private static NTree RejectNonsenseTree() { var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3); var startingNode = new Node("Reject Nonsense", new GTASprite("mpinventory", "drug_trafficking"), NodeType.Skill).WithUnusable(); var tree = new NTree("Reject Nonsense", startingNode, TreeType.SkillMod, pos); tree.AddChild(new Node("Reach For The Stars", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Knockup Height", 50); }) .WithDescription("Increases knockup height")); tree.AddChild(new Node("Knocked Up", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Radius", 10); }) .WithDescription("Target more nearby characters")); return(tree); }
private static NTree BlazedOffGloryTree() { var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3); var startingNode = new Node("Blazed Off Glory", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill).WithUnusable(); var tree = new NTree("Blazed Off Glory", startingNode, TreeType.SkillMod, pos); tree.AddChild(new Node("Two Puffs", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Blaze Time", 20000); }) .WithDescription("Increases blaze time to 20 seconds")); tree.AddChild(new Node("Lethal Dose", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Damage Buff", 2.0f); }) .WithDescription("Increases damage buff to 200%")); return(tree); }
private static NTree GetHighTree() { var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3); var startingNode = new Node("Get High", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill).WithUnusable(); var tree = new NTree("Get High", startingNode, TreeType.SkillMod, pos); tree.AddChild(new Node("Slow I", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Slow Time", 7000); }) .WithDescription("Increases slow time to 7 seconds")); tree.AddChild(new Node("Slow II", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Slow Time", 8000); }) .WithDescription("Increases slow time to 8 seconds")); return(tree); }
private NTree <string> MoveToChild(NTree <string> currentNode, string child) { if (currentNode.HasChild(child)) { return(currentNode.GetChild(child)); } return(currentNode.AddChild(child)); }
private static NTree ReinforcementTree() { var pos = new Point(UI.WIDTH / 2 - NTree.NodeCenter.Width, UI.HEIGHT / 2 - NTree.NodeCenter.Height * 3); var startingNode = new Node("Reinforcements", new GTASprite("mpinventory", "mp_specitem_weed"), NodeType.Skill).WithUnusable(); var tree = new NTree("Reinforcements", startingNode, TreeType.SkillMod, pos); tree.AddChild(new Node("Additional Flyers", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Crew Size", 3); }) .WithDescription("Distribute more flyers to increase crew size to 3")); tree.AddChild(new Node("Fund Kevlar", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Member HP", 60); }) .WithDescription("Crew members survive longer")); tree.AddChild(new Node("Fund Weapons", new GTASprite("mpinventory", "team_deathmatch"), NodeType.SkillMod) .WithUnlockAction(o => { var skill = (Skill)o; skill.SetParam("Weapon", WeaponHash.AssaultRifle); }) .WithDescription("Fund your reinforcements to carry rifles instead of pistols")); return(tree); }
public TreeMenu GetWeaponMenu() { var weaponTree = new NTree(new Node("Pistol", WeaponHash.Pistol, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon), TreeType.Weapon, new Point(110, 350)); weaponTree.AddChild(new Node("AP Pistol", WeaponHash.APPistol, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); weaponTree.AddChild(new Node("Stun Gun", WeaponHash.StunGun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); var rifles = weaponTree.AddChild(new Node("Assault Rifle", WeaponHash.AssaultRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var throwables = rifles.AddChild(new Node("Sticky Bomb", WeaponHash.StickyBomb, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var smg = throwables.AddChild(new Node("Micro SMG", WeaponHash.MicroSMG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var shotgun = smg.AddChild(new Node("Shotgun", WeaponHash.PumpShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var snipers = shotgun.AddChild(new Node("Sniper", WeaponHash.SniperRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var heavy = snipers.AddChild(new Node("RPG", WeaponHash.RPG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var melee = heavy.AddChild(new Node("Knife", WeaponHash.Knife, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); var railgun = melee.AddChild(new Node("Railgun MK 3000", WeaponHash.Railgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Right)); rifles.AddChild(new Node("Bullpup Rifle", WeaponHash.BullpupRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)) .AddChild(new Node("Advanced Rifle", WeaponHash.AdvancedRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); rifles.AddChild(new Node("Carbine Rifle", WeaponHash.CarbineRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)) .AddChild(new Node("Special Carbine", WeaponHash.SpecialCarbine, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); throwables.AddChild(new Node("Grenade", WeaponHash.Grenade, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)) .AddChild(new Node("Smoke Grenade", WeaponHash.SmokeGrenade, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); throwables.AddChild(new Node("Molotov", WeaponHash.Molotov, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); smg.AddChild(new Node("SMG", WeaponHash.SMG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); smg.AddChild(new Node("MG", WeaponHash.MG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)) .AddChild(new Node("Combat MG", WeaponHash.CombatMG, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); shotgun.AddChild(new Node("Assault Shotgun", WeaponHash.AssaultShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); shotgun.AddChild(new Node("Bullpup Shotgun", WeaponHash.BullpupShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)) .AddChild(new Node("Sawn-Off Shotgun", WeaponHash.SawnOffShotgun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); snipers.AddChild(new Node("Heavy Sniper", WeaponHash.HeavySniper, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); snipers.AddChild(new Node("Marksman Rifle", WeaponHash.MarksmanRifle, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); heavy.AddChild(new Node("Firework Launcher", WeaponHash.Firework, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)) .AddChild(new Node("Homing Launcher", WeaponHash.HomingLauncher, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); heavy.AddChild(new Node("Grenade Launcher", WeaponHash.GrenadeLauncher, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)) .AddChild(new Node("Minigun", WeaponHash.Minigun, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); melee.AddChild(new Node("Nightstick", WeaponHash.Nightstick, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)) .AddChild(new Node("Hammer", WeaponHash.Hammer, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Down)); melee.AddChild(new Node("Golf Club", WeaponHash.GolfClub, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)) .AddChild(new Node("Hatchet", WeaponHash.Hatchet, new GTASprite("mpweaponscommon_small", "w_sb_assaultsmg"), NodeType.Weapon, TreeDirection.Up)); //var weaponTree = new NTree(new Node("Pistol", WeaponHash.Pistol, new GTASprite("srange_weap", "weap_hg_1"), NodeType.Weapon), TreeType.Weapon, new Point(110, 350)); //weaponTree.AddChild(new Node("AP Pistol", WeaponHash.APPistol, new GTASprite("srange_weap", "weap_hg_2"), NodeType.Weapon, TreeDirection.Up)); //weaponTree.AddChild(new Node("Stun Gun", WeaponHash.StunGun, new GTASprite("mpweaponsgang0_small", "w_pi_stungun"), NodeType.Weapon, TreeDirection.Down)); // //var rifles = weaponTree.AddChild(new Node("Assault Rifle", WeaponHash.AssaultRifle, new GTASprite("srange_weap", "weap_ar_1"), NodeType.Weapon, TreeDirection.Right)); //var throwables = rifles.AddChild(new Node("Sticky Bomb", WeaponHash.StickyBomb, new GTASprite("mpweaponscommon_small", "w_ex_pe"), NodeType.Weapon, TreeDirection.Right)); //var smg = throwables.AddChild(new Node("Micro SMG", WeaponHash.MicroSMG, new GTASprite("srange_weap2", "weap_smg_1"), NodeType.Weapon, TreeDirection.Right)); //var shotgun = smg.AddChild(new Node("Shotgun", WeaponHash.PumpShotgun, new GTASprite("srange_weap2", "weap_sg_1"), NodeType.Weapon, TreeDirection.Right)); //var snipers = shotgun.AddChild(new Node("Sniper", WeaponHash.SniperRifle, new GTASprite("mpweaponsgang0_small", "w_sr_sniperrifle"), NodeType.Weapon, TreeDirection.Right)); //var heavy = snipers.AddChild(new Node("RPG", WeaponHash.RPG, new GTASprite("mpweaponscommon_small", "w_lr_rpg"), NodeType.Weapon, TreeDirection.Right)); //var melee = heavy.AddChild(new Node("Knife", WeaponHash.Knife, new GTASprite("mpweaponsunusedfornow", "w_me_knife_01"), NodeType.Weapon, TreeDirection.Right)); //var railgun = melee.AddChild(new Node("Railgun MK 3000", WeaponHash.Railgun, new GTASprite("mpweaponscommon_small", "weap_rg_1"), NodeType.Weapon, TreeDirection.Right)); // // //rifles.AddChild(new Node("Bullpup Rifle", WeaponHash.BullpupRifle, new GTASprite("srange_weap", "weap_ar_5"), NodeType.Weapon, TreeDirection.Down)) // .AddChild(new Node("Advanced Rifle", WeaponHash.AdvancedRifle, new GTASprite("srange_weap", "weap_ar_3"), NodeType.Weapon, TreeDirection.Down)); //rifles.AddChild(new Node("Carbine Rifle", WeaponHash.CarbineRifle, new GTASprite("srange_weap", "weap_ar_2"), NodeType.Weapon, TreeDirection.Up)) // .AddChild(new Node("Special Carbine", WeaponHash.SpecialCarbine, new GTASprite("srange_weap", "weap_ar_6"), NodeType.Weapon, TreeDirection.Up)); // //throwables.AddChild(new Node("Grenade", WeaponHash.Grenade, new GTASprite("mpweaponsgang0_small", "w_ex_grenadefrag"), NodeType.Weapon, TreeDirection.Down)) // .AddChild(new Node("Smoke Grenade", WeaponHash.SmokeGrenade, new GTASprite("mpweaponscommon_small", "w_ex_grenadesmoke"), NodeType.Weapon, TreeDirection.Down)); //throwables.AddChild(new Node("Molotov", WeaponHash.Molotov, new GTASprite("mpweaponsunusedfornow", "w_ex_molotov"), NodeType.Weapon, TreeDirection.Up)); // // //smg.AddChild(new Node("SMG", WeaponHash.SMG, new GTASprite("srange_weap2", "weap_smg_2"), NodeType.Weapon, TreeDirection.Down)); //smg.AddChild(new Node("MG", WeaponHash.MG, new GTASprite("srange_weap2", "weap_lmg_1"), NodeType.Weapon, TreeDirection.Up)) // .AddChild(new Node("Combat MG", WeaponHash.CombatMG, new GTASprite("srange_weap2", "weap_lmg_2"), NodeType.Weapon, TreeDirection.Up)); // // //shotgun.AddChild(new Node("Assault Shotgun", WeaponHash.AssaultShotgun, new GTASprite("srange_weap2", "weap_sg_3"), NodeType.Weapon, TreeDirection.Down)); //shotgun.AddChild(new Node("Bullpup Shotgun", WeaponHash.BullpupShotgun, new GTASprite("srange_weap2", "weap_sg_4"), NodeType.Weapon, TreeDirection.Up)) // .AddChild(new Node("Sawn-Off Shotgun", WeaponHash.SawnOffShotgun, new GTASprite("srange_weap2", "weap_sg_2"), NodeType.Weapon, TreeDirection.Up)); // // //snipers.AddChild(new Node("Heavy Sniper", WeaponHash.HeavySniper, new GTASprite("mpweaponsgang0_small", "w_sr_heavysniper"), NodeType.Weapon, TreeDirection.Down)); //snipers.AddChild(new Node("Marksman Rifle", WeaponHash.MarksmanRifle, new GTASprite("mpweaponsgang0_small", "ocelot"), NodeType.Weapon, TreeDirection.Up)); // // //heavy.AddChild(new Node("Firework Launcher", WeaponHash.Firework, new GTASprite("mpawards1", "parachut1min"), NodeType.Weapon, TreeDirection.Down)) // .AddChild(new Node("Homing Launcher", WeaponHash.HomingLauncher, new GTASprite("mpweaponscommon_small", "rocket"), NodeType.Weapon, TreeDirection.Down)); //heavy.AddChild(new Node("Grenade Launcher", WeaponHash.GrenadeLauncher, new GTASprite("mpweaponscommon_small", "w_r_grenadelauncher"), NodeType.Weapon, TreeDirection.Up)) // .AddChild(new Node("Minigun", WeaponHash.Minigun, new GTASprite("mpweaponscommon_small", "weap_hvy_1"), NodeType.Weapon, TreeDirection.Up)); // //melee.AddChild(new Node("Nightstick", WeaponHash.Nightstick, new GTASprite("mpweaponsunusedfornow", "w_me_nightstick"), NodeType.Weapon, TreeDirection.Down)) // .AddChild(new Node("Hammer", WeaponHash.Hammer, new GTASprite("mpweaponsunusedfornow", "w_me_hammer"), NodeType.Weapon, TreeDirection.Down)); //melee.AddChild(new Node("Golf Club", WeaponHash.GolfClub, new GTASprite("mpweaponsunusedfornow", "w_me_gclub"), NodeType.Weapon, TreeDirection.Up)) // .AddChild(new Node("Hatchet", WeaponHash.Hatchet, new GTASprite("mpweaponsunusedfornow", "w_me_fireaxe"), NodeType.Weapon, TreeDirection.Up)); return(new TreeMenu(weaponTree)); }