Пример #1
0
        // ----- private methods
        public void OpenDoor(Player player, HUD hud, Inventory inventory)
        {
            int[] stock = inventory.ItemStock();

            /*for (int i = 0; i < Global.globalAccess.itemIDs.Count; i++)
             * {
             *  if (this._avatar == Global.globalAccess.ItemValues.avatars[i])
             *  {
             *      string ID = i.ToString();
             *      if (stock[i] > 0)
             *      {
             *
             *          inventory.DecreaseStock(i);
             *          hud.Draw(); // updates visible inventory
             *          aliveInWorld = false;
             *          hud.DisplayText($"< {player.Name()} {Global.ITEM_TEXTSUCCESS(ID)} >", false);
             *          _opened = true;
             *      }
             *      else
             *      {
             *          hud.DisplayText($"<  { player.Name()} {Global.ITEM_TEXTFAILURE(ID)} >", false);
             *      }
             *  }
             * }*/
            if (this._avatar == 'd')
            {
                if (stock[(int)ITEM.KEYSMALL] > 0)
                {
                    inventory.DecreaseStock(ITEM.KEYSMALL);
                    hud.Draw(); // updates visible inventory
                    aliveInWorld = false;
                    hud.DisplayText($"< {player.Name()} {Global.MESSAGE_DOORSMALLOPEN} >", false);
                    _opened = true;
                }
                else
                {
                    hud.DisplayText($"<  { player.Name()} {Global.MESSAGE_DOORSMALLLOCKED} >", false);
                }
            }
            if (this._avatar == 'D')
            {
                if (stock[(int)ITEM.KEYBIG] > 0)
                {
                    inventory.DecreaseStock(ITEM.KEYBIG);
                    hud.Draw(); // updates visible inventory
                    aliveInWorld = false;
                    hud.DisplayText($"< {player.Name()} {Global.MESSAGE_DOORBIGOPEN} >", false);
                    _opened = true;
                }
                else
                {
                    hud.DisplayText($"< {player.Name()} {Global.MESSAGE_DOORBIGLOCKED} >");
                }
            }
        }
Пример #2
0
        protected private void KillCharacter(string name, Camera camera, HUD hud) // kills character and displays that to HUD holds gameComepletionMessage
        {
            aliveInWorld = false;

            //show dead Charcter
            _avatar = Global.CHARACTER_DEADAVATAR;
            Draw(camera); //immediately update sprite

            //draw death to HUD
            string deathMessage = $"< {name} {Global.MESSAGE_SLAIN} >";

            hud.DisplayText(deathMessage);
        }
 private static GAMESTATE GameOverWinCondition(Player player, HUD hud, GAMESTATE gameState) // checks if win condition is met and sets game over
 {                                                                                          /// current win condition, reach the goal point
     if (player.X() == Global.PLAYER_WINPOINT[0])
     {
         if (player.Y() == Global.PLAYER_WINPOINT[1])
         {
             string victoryMessage;
             victoryMessage = $"< {Global.MESSAGE_PLAYERVICTORY} > ";
             hud.DisplayText(victoryMessage);
             gameState = GAMESTATE.GAMEOVER;
         }
     }
     return(gameState);
 }
Пример #4
0
 public void HealShell(int value, Inventory inventory, HUD hud)// restores shield and values to limits if broken
 {
     int[] shield = Shield();
     // bug temporarly patched shield used to heal 50 points instead of desired 30....
     if (inventory.buffedShellHeal <= 0)
     {
         shield[(int)STATUS.CURRENT] += (value - 20); hud.DisplayText($"< {Name()} {Global.MESSAGE_POTSHIELDMISSING} [+" + (value - 20) + "] >", false);
     }
     else
     {
         shield[(int)STATUS.CURRENT] += (value - 20) * effectMultiplier; inventory.buffedShellHeal--; hud.DisplayText($"< {Name()} {Global.MESSAGE_POTSHIELDDRINK} [+" + (value - 20) + " X" + effectMultiplier + "] >", false);
     }
     shield[(int)STATUS.CURRENT] = SetStatToLimits(shield[(int)STATUS.CURRENT], shield[(int)STATUS.MAX]);
 }
Пример #5
0
 // ----- Public Methods
 public void HealHealth(int value, Inventory inventory, HUD hud)// restores health and values to limits if broken
 {
     int[] health = Health();
     //different messages for buffed items, if there are no buffed items, then regular message is displayed
     if (inventory.buffedHealthPotions <= 0)
     {
         health[(int)STATUS.CURRENT] += value; hud.DisplayText($"< {Name()} {Global.MESSAGE_POTHEALTHMISSING} [+" + value + "] >", false);
     }
     else
     {
         health[(int)STATUS.CURRENT] += value * effectMultiplier; inventory.buffedHealthPotions--; hud.DisplayText($"< {Name()} {Global.MESSAGE_POTHEALTHDRINK} [+" + value + " X" + effectMultiplier + "] >", false);
     }
     health[(int)STATUS.CURRENT] = SetStatToLimits(health[(int)STATUS.CURRENT], health[(int)STATUS.MAX]);
 }
Пример #6
0
        // ----- public methods

        public void DisplayDamageToHUD(string name, int attackDamage, int[] health, HUD hud, bool isEnemy) // translates damage done into parsable message and displays it in the HUD
        {                                                                                                  // holds its own message due to complexity in display not much vaiation visible = no desire to modulate
            health[(int)STATUS.CURRENT] = SetStatToLimits(health[(int)STATUS.CURRENT], health[(int)STATUS.MAX]);
            string damageMessage = $"< {name} taking {attackDamage} points of Damage ";

            if (isEnemy)
            {
                damageMessage += $"[{health[(int)STATUS.CURRENT]}/{health[(int)STATUS.MAX]}] >";
            }
            else
            {
                damageMessage += $">";
            }
            hud.DisplayText(damageMessage, false);
        }
Пример #7
0
        public void UseShieldPot(Player player, Item item, HUD hud)
        {
            if (stockItems[(int)ITEM.POTSHELL] > 0)
            {
                DecreaseStock(ITEM.POTSHELL);
                player.HealShell(item.Power(Global.ITEM_AVATAR(ITEM.POTSHELL)), this, hud);

                //update HUD bar and display to HUD text box
                hud.setHudHealthAndShield(player.Health(), player.Shield());
                hud.Draw();// updates visible inventory
                hud.UpdateHotBar(player, this);
            }
            else
            {
                hud.DisplayText($"< {player.Name()} {Global.MESSAGE_POTSHIELDMISSING} >", false);
            }
        }
Пример #8
0
        public GAMESTATE Update(Player player, GAMESTATE gameState, Item item, Inventory inventory)
        {
            hud.Update(player, inventory);
            Fight(player, opponent, item, inventory);

            // ends fight
            if (player.Health()[(int)STATUS.CURRENT] == 0)
            {
                return(GameOver());
            }
            if (opponent.Health()[(int)STATUS.CURRENT] == 0)
            {
                opponent.CheckForDying(camera, hud);
                hud.DisplayText($"< " + player.Name() + " has picked up $" + opponent.currentMoney + " that the " + opponent.Name() + " dropped! >");
                player.currentMoney = player.currentMoney + opponent.currentMoney;
                return(End());
            }
            return(gameState);
        }
Пример #9
0
        public void PickupFoundItems(Player player, List <Item> items, HUD hud)
        {
            for (int i = 0; i < items.Count; i++)
            {
                if (items[i].PickedUpByPlayer())
                {
                    //switch statement changed to if else to accept Global parameter

                    /*for (int j = 0; j < Global.globalAccess.itemIDs.Count; j++)
                     *                  {
                     *                          string ID = j.ToString();
                     *                          if (items[i].Avatar() == Global.ITEM_AVATAR(ID))
                     *                          {
                     *                                  IncreaseStock(ID);
                     *                          }
                     *                  }*/

                    if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.POTHEAL))
                    {
                        IncreaseStock(ITEM.POTHEAL);
                    }
                    else if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.POTSHELL))
                    {
                        IncreaseStock(ITEM.POTSHELL);
                    }
                    else if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.KEYBIG))
                    {
                        IncreaseStock(ITEM.KEYBIG);
                    }
                    else if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.KEYSMALL))
                    {
                        IncreaseStock(ITEM.KEYSMALL);
                    }

                    hud.UpdateHotBar(player, this);
                    hud.Draw();
                    hud.DisplayText($"< {player.Name()} picked up {items[i].Name()} [{items[i].Avatar()}] >", false);
                    items[i].PickedUpByPlayer(false);                     // removes the items ability to be picked up /this completes the process of putting the item in the invetory, otherwise pick up every item set to pickedup every time player picks up new item
                }
            }
        }
Пример #10
0
        private void UseInvetoryOutput(Player player, Item item, TradeMenu tradeMenu)         // SpaceBar Input / HOLDS OBJECT USE SLOTS /
        {
            Weapon weapon = player.EquipedWeapon();

            if (menuInput.Key == ConsoleKey.Spacebar)
            {
                //item slots // max 20

                /*for (int i = 0; i < this.itemPos.GetLength(0); i++)
                 *              {
                 *                      if (cursorPos == i)
                 *                      {
                 *                              for (int j = 0; j < Global.globalAccess.itemIDs.Count; j++)
                 *                              {
                 *                                      string ID = j.ToString();
                 *                                      if (item.Avatar() == Global.globalAccess.ItemValues.avatars[j])
                 *                                      {
                 *                                              if (Global.globalAccess.ItemValues.effects[i] == "none" || Global.globalAccess.ItemValues.effects[i] == null) // should be enum
                 *                                              {
                 *                                                      hud.DisplayText($"< this item is insignificant >", false);
                 *                                              }
                 *                                              else if (Regex.IsMatch(Global.globalAccess.ItemValues.desc[i], @"^[a-zA-Z]+$"))
                 #region regex explaination
                 *                                                      /// ^ start of the string
                 *                                                      /// [] character set
                 *                                                      /// \ one time
                 *                                                      /// + continious
                 *                                                      /// $ end of the string
                 #endregion
                 *                                              {
                 *                                                      if (cursorPos == i) { hud.DisplayText($" \"{Global.globalAccess.ItemValues.desc[i]}\"", false); }
                 *                                                      else { hud.DisplayText($"< i can't seem to remember what this is >", false); }
                 *
                 *                                                      if (Global.globalAccess.ItemValues.powers[i] > 0)
                 *                                                      {
                 *                                                              UsePot(player, item, hud, Global.globalAccess.ItemValues.effects[i]);
                 *                                                      }
                 *                                                      else { hud.DisplayText($"< it has no effect >", false); }
                 *                                              }
                 *                                              else
                 *                                              {  }
                 *                                      }
                 *                              }
                 *                      }
                 *              }
                 */
                if (cursorPos == 1)
                {
                    UseHealthPot(player, item, hud);
                }
                else if (cursorPos == 2)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 3)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 4)
                {
                    hud.DisplayText(" \"A Big Key, for Big Problems, I mean Big Doors\"", false);
                }
                else if (cursorPos == 5)
                {
                    hud.DisplayText(" \"A Small Key, it looks generic, I bet it would fit most locks\"", false);
                }
                else if (cursorPos == 6)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 7)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 8)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 9)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 10)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 11)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 12)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 13)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 14)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 15)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 16)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 17)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else if (cursorPos == 18)
                {
                    hud.DisplayText($"< empty >", false);
                }
                else
                {
                    hud.DisplayText($"< empty >", false);
                }

                //weapon slots
                for (int i = 0; i < Global.globalAccess.weaponIDs.Count; i++)
                {
                    string ID = i.ToString();
                    if (cursorPos == 20 + i && stockWeapons[Global.globalAccess.weaponIDs[ID]])
                    {
                        player.damageMultiplier = tradeMenu.kaliburnDamageMultiplier; player.EquipWeapon(ID); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false);
                    }
                    else
                    {
                        hud.DisplayText($"< {player.Name()} Equiped nothing... >", false);
                    }
                }

                /*else if (navigator == 20 && _stockWeapons[(int)WEAPON.FISTS]) { player.EquipWeapon(WEAPON.FISTS); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * else if (navigator == 21 && _stockWeapons[(int)WEAPON.DAGGER]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.daggerDamageMultiplier; player.EquipWeapon(WEAPON.DAGGER); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * else if (navigator == 22 && _stockWeapons[(int)WEAPON.SHORTSWORD]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.shortswordDamageMultiplier; player.EquipWeapon(WEAPON.SHORTSWORD); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * else if (navigator == 23 && _stockWeapons[(int)WEAPON.BROADSWORD]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.broadswordDamageMultplier; player.EquipWeapon(WEAPON.BROADSWORD); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * else if (navigator == 24 && _stockWeapons[(int)WEAPON.LONGSWORD]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.longswordDamageMultplier; player.EquipWeapon(WEAPON.LONGSWORD); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * else if (navigator == 25 && _stockWeapons[(int)WEAPON.CLAYMORE]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.claymoreDamageMultiplier; player.EquipWeapon(WEAPON.CLAYMORE); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * if (navigator == 26 && _stockWeapons[(int)WEAPON.KALIBURN]) { player.damageMultiplier = tradeMenu.kaliburnDamageMultiplier; player.EquipWeapon(WEAPON.KALIBURN); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); }
                 * else { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); }*/

                hud.UpdateHotBar(player, this);                 // update hotbar on inventory use
            }
        }
Пример #11
0
 private void GameOverMessage()
 {
     hud.DisplayText(Global.MESSAGE_GAMEOVER);
 }
Пример #12
0
        public GAMESTATE Update(List <Enemy> enemies, List <Door> doors, List <Item> item, Map map, Camera camera, HUD hud, Battle battle, Inventory inventory, GAMESTATE gameState, List <Vendor> vendors, TradeMenu tradeMenu)
        {
            if (aliveInWorld)
            {
                CheckForDying(camera, hud);

                // gets Input
                GetInput();

                // "Looks at" selected direction
                DirectionalOutput();

                // used in place of Directional, Opens inventory (and debug battle if not disabled)
                gameState = OpenInventoryOutput(inventory, gameState, battle, enemies[0]); // battle and enemies used for debug

                // used in place of Directional, only Healing items currently
                gameState = UseItemOutput(item[0], hud, inventory, gameState);// item is passed in blank because it's recognized inside the method this is for typing and can probably be done better

                //check everything for collision
                bool collision = false;

                //Enemy Collision / Attacking
                for (int i = 0; i < enemies.Count; i++)
                {
                    if (CheckForCharacterCollision(enemies[i].X(), enemies[i].Y(), enemies[i].AliveInWorld())) // enemy values read as zero on firstcontact, needs enemy locate to read adjesent tile's
                    {
                        //access weapons damage

                        //collide
                        collision = true;

                        //collide to deal damage
                        gameState = StartAttacking(enemies[i].AliveInWorld(), battle, this, enemies[i], gameState, inventory);
                    }
                }
                for (int i = 0; i < vendors.Count; i++)
                {
                    if (CheckForCharacterCollision(vendors[i].X(), vendors[i].Y(), vendors[i].AliveInWorld())) // enemy values read as zero on firstcontact, needs enemy locate to read adjesent tile's
                    {
                        //access weapons damage

                        //collide
                        //collision = true;

                        hud.Draw();
                        hud.DisplayText($"< This is a Vendor, Press 'T' to Trade >", false);

                        //if player hits "T" when colliding with a vendor it will start a trade between the two....
                        if (_playerInput.Key == ConsoleKey.T)
                        {
                            gameState = StartTrading(vendors[i].AliveInWorld(), tradeMenu, this, vendors[i], gameState, inventory);
                        }
                    }
                }

                //Door Collision / Unlocking
                for (int i = 0; i < doors.Count; i++)
                {
                    if (CheckForCharacterCollision(doors[i].X(), doors[i].Y(), doors[i].AliveInWorld()))
                    {
                        // Use Key or not
                        doors[i].OpenDoor(this, hud, inventory);

                        //collide
                        collision = true;
                    }
                }

                //toolkit.DisplayText($"checking at: {map.getTile(_XYHolder[0], _XYHolder[1])}"); //    --------- debugg
                if (!CheckForWallCollision(map.getTile(_XYHolder[0], _XYHolder[1] - 1), map.getWallHold()))
                {
                    if (!collision)
                    {
                        Move();
                    }
                }
            }

            return(gameState);
        }
Пример #13
0
        private void BuyOrSellWeapon(int weapon, Inventory inventory, Player player)
        {
            // this is for when you choose an weapon to buy or sell, items chosen will check things like your amount of money for buying and, check your items for selling.......
            //if you have no items to sell, the deal is cancle as well as if you have not enough money to buy
            tradeBuff = 0;
            Draw();
            Console.SetCursorPosition(10, 5); Console.WriteLine("Are you buying or selling.....");
            Console.SetCursorPosition(10, 7); Console.WriteLine("1 - Buy -$" + tradePrice);
            Console.SetCursorPosition(10, 9); Console.WriteLine("2 - Sell +$" + tradePrice);
            Console.SetCursorPosition(10, 11); Console.WriteLine("3 - Cancel");
            ConsoleKeyInfo tradeDecision = Console.ReadKey(true);

            Draw();
            Console.SetCursorPosition(10, 5); Console.WriteLine("Press any button to continue.....");
            if (tradeDecision.Key == ConsoleKey.D1)
            {
                //always equips fist when wepon is boughten or sold to prevent weapon being in still in hand when sold bug
                player.EquipWeapon("0"); // 0 should be the default weapon
                for (int i = 0; i < Global.globalAccess.weaponIDs.Count; i++)
                {
                    string ID = i.ToString();
                    if (weapon == i)
                    {
                        if (inventory.StockWeapons[i] == true)
                        {
                            hud.DisplayText($"< " + player.Name() + " already owns a " + Global.WEAPON_NAME(ID) + " >", false);
                        }
                        else
                        {
                            CompleteWeaponTransaction(Global.globalAccess.weaponIDs[ID], player, inventory);
                        }
                    }
                }

                /*else if (weapon == WEAPON.SHORTSWORD) { if (inventory.shortswordOwned == true) {hud.DisplayText($"< " + player.Name() + " already owns a " + Global.WEAPON_NAME(WEAPON.SHORTSWORD) + " >", false); } else { CompleteWeaponTransaction(WEAPON.SHORTSWORD, player, inventory); } }
                 * else if (weapon == WEAPON.BROADSWORD) { if (inventory.broadswordOwned == true) {hud.DisplayText($"< You already own a " + Global.WEAPON_NAME(WEAPON.BROADSWORD) + " >", false); } else { CompleteWeaponTransaction(WEAPON.BROADSWORD, player, inventory); } }
                 * else if (weapon == WEAPON.LONGSWORD) { if (inventory.longswordOwned == true) {hud.DisplayText($"< You already own a " + Global.WEAPON_NAME(WEAPON.LONGSWORD) + " >", false); } else { CompleteWeaponTransaction(WEAPON.LONGSWORD, player, inventory); } }
                 * else if (weapon == WEAPON.CLAYMORE) { if (inventory.claymoreOwned == true) {hud.DisplayText($"< You already own a " + Global.WEAPON_NAME(WEAPON.CLAYMORE) + " >", false); } else { CompleteWeaponTransaction(WEAPON.CLAYMORE, player, inventory); } }
                 * else if (weapon == WEAPON.KALIBURN) { if (inventory.kaliburnOwned == true) {hud.DisplayText($"< You already own a " + Global.WEAPON_NAME(WEAPON.KALIBURN) + " >", false); } else { CompleteWeaponTransaction(WEAPON.KALIBURN, player, inventory); } }*/
            }
            if (tradeDecision.Key == ConsoleKey.D2)
            {
                player.EquipWeapon("0");
                for (int i = 0; i < Global.globalAccess.weaponIDs.Count; i++)
                {
                    string ID = i.ToString();
                    if (weapon == i)
                    {
                        if (inventory.StockWeapons[i] == false)
                        {
                            hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(ID) + " to sell! >", false);
                        }
                        else
                        {
                            daggerDamageMultiplier = 0; inventory.StockWeapons[i] = false; hud.DisplayText($"< " + player.Name() + " sold a " + Global.WEAPON_NAME(ID) + " >", false); player.currentMoney = player.currentMoney + tradePrice;
                        }
                    }
                }

                /*if (weapon == WEAPON.DAGGER) { if (inventory.daggerOwned == false) {hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(WEAPON.DAGGER) + " to sell! >", false); } else { daggerDamageMultiplier = 0; inventory.daggerOwned = false; hud.DisplayText($"< " + player.Name() +" sold a " + Global.WEAPON_NAME(WEAPON.DAGGER) +" >", false); player.currentMoney = player.currentMoney + tradePrice; } }
                 * else if (weapon == WEAPON.SHORTSWORD) { if (inventory.shortswordOwned == false) { hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(WEAPON.SHORTSWORD) + " to sell! >", false); } else { shortswordDamageMultiplier = 0; inventory.shortswordOwned = false; hud.DisplayText($"< " + player.Name() + " sold a " + Global.WEAPON_NAME(WEAPON.SHORTSWORD) + " >", false); player.currentMoney = player.currentMoney + tradePrice; } }
                 * else if (weapon == WEAPON.BROADSWORD) { if (inventory.broadswordOwned == false) { hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(WEAPON.BROADSWORD) + " to sell! >", false); } else { broadswordDamageMultplier = 0; inventory.broadswordOwned = false; hud.DisplayText($"< " + player.Name() + " sold a " + Global.WEAPON_NAME(WEAPON.BROADSWORD) + " >", false); player.currentMoney = player.currentMoney + tradePrice; } }
                 * else if (weapon == WEAPON.LONGSWORD) { if (inventory.longswordOwned == false) { hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(WEAPON.LONGSWORD) + " to sell! >", false); } else { longswordDamageMultplier = 0; inventory.longswordOwned = false; hud.DisplayText($"< " + player.Name() + " sold a " + Global.WEAPON_NAME(WEAPON.LONGSWORD) + " >", false); player.currentMoney = player.currentMoney + tradePrice; } }
                 * else if (weapon == WEAPON.CLAYMORE) { if (inventory.claymoreOwned == false) { hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(WEAPON.CLAYMORE) + " to sell! >", false); } else { claymoreDamageMultiplier = 0; inventory.claymoreOwned = false; hud.DisplayText($"< " + player.Name() + " sold a " + Global.WEAPON_NAME(WEAPON.CLAYMORE) + " >", false); player.currentMoney = player.currentMoney + tradePrice; } }
                 * else if (weapon == WEAPON.KALIBURN) { if (inventory.kaliburnOwned == false) { hud.DisplayText($"< " + player.Name() + " does not own a " + Global.WEAPON_NAME(WEAPON.KALIBURN) + " to sell! >", false); } else { kaliburnDamageMultiplier = 0; inventory.kaliburnOwned = false; hud.DisplayText($"< " + player.Name() + " sold a " + Global.WEAPON_NAME(WEAPON.KALIBURN) + " >", false); player.currentMoney = player.currentMoney + tradePrice; } }*/
            }
        }