public override void Interact(Entity actor) { if (!IsPlayer(actor)) { return; } Character c = actor as Character; Choice[] choices = new Choice[5]; choices[0] = new Choice("Offer 10", delegate() { Pray(10, c); }); choices[1] = new Choice("Offer 50", delegate() { Pray(50, c); }); choices[2] = new Choice("Offer 100", delegate() { Pray(100, c); }); choices[3] = new Choice("Offer 500", delegate() { Pray(500, c); }); choices[4] = new Choice("Go away", null); ChoiceWindow.Open("Sanctuary", "You are in front of a sanctuary. Try to donnate something and maybe gods will give you something back", choices); }
public override void Interact(Entity actor) { if (!IsPlayer(actor)) { return; } Choice[] choices = new Choice[4]; choices[0] = new Choice("Buy health potion (" + healthPotionCost + " gold)", delegate() { Inventory i = Player.Instance.GetCharacter().GetInventory(); Item gold = Player.Instance.GetCharacter().GetGold(); if (gold.Get(healthPotionCost)) { i.AddItem(new Item("Health potion", 1)); } else { InformationWindow.ShowInformation("No money", "You are to poor to pay for health potion!", false); } }); choices[1] = new Choice("Buy stamina potion (" + staminaPotionCost + " gold)", delegate() { Inventory i = Player.Instance.GetCharacter().GetInventory(); Item gold = Player.Instance.GetCharacter().GetGold(); if (gold.Get(staminaPotionCost)) { i.AddItem(new Item("Stamina potion", 1)); } else { InformationWindow.ShowInformation("No money", "You are to poor to pay for stamina potion!", false); } }); choices[2] = new Choice("Buy better equipment (" + equipmentCost + " gold)", delegate() { Item gold = Player.Instance.GetCharacter().GetGold(); if (gold.Get(equipmentCost)) { Attribute damage = Player.Instance.GetCharacter().GetDamage(); damage.IncreaseMaxValue(equipmentQuality); damage.ResetValue(); } else { InformationWindow.ShowInformation("No money", "You are to poor to pay for new equipment potion!", false); } }); choices[3] = new Choice("Go away", null); ChoiceWindow.Open("City", "You are in the city of Patrunacs", choices); }
public override void Interact(Entity actor) { if (!IsPlayer(actor)) { return; } Choice[] choices = new Choice[3]; choices[0] = new Choice("Training (" + trainingGoldRequired + " gold)", delegate() { Player p = Player.Instance; Item gold = p.GetCharacter().GetGold(); if (gold.Get(trainingGoldRequired)) { p.Training(1); trainingGoldRequired += 10; } else { InformationWindow.ShowInformation("No money", "You are to poor to pay for training!", false); } }); choices[1] = new Choice("Rest (" + restGoldRequired + " gold)", delegate() { Player p = Player.Instance; Item gold = p.GetCharacter().GetGold(); if (gold.Get(restGoldRequired)) { p.GetCharacter().GetHealth().ResetValue(); p.GetCharacter().GetStamina().ResetValue(); } else { InformationWindow.ShowInformation("No money", "You are to poor to pay for training!", false); } }); choices[2] = new Choice("Go away", null); ChoiceWindow.Open("Castle", ToString(), choices); }