}//end DVC public QuestExplore(int x, int y, QuestInterface passed, int diff) { this.next = passed; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = 1; this.goalX = x; this.goalY = y; this.difficulty = diff; this.messages = new string[2][]; this.messages[1] = new string[5]; this.messages[1][0] = " Boss Battle!"; this.messages[1][1] = ""; this.messages[1][2] = " You have encountered the boss"; this.messages[1][3] = " guarding this level of the maze for the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0] = new string[4]; this.messages[0][0] = " You're trapped!"; this.messages[0][1] = " Find your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }//end EVC
public QuestKill(int toKill, int quantity, QuestInterface passedNext) { this.next = passedNext; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = quantity; this.enemyID = toKill; this.messages = new string[2][]; this.messages[1] = new string[6]; this.messages[1][0] = "They're all dead, are they?"; this.messages[1][1] = "Good; quite good."; this.messages[1][2] = "Yes, have your reward already."; this.messages[1][3] = "I'll be sure to get a hold of you"; this.messages[1][4] = "the next time that I would like"; this.messages[1][5] = "to have something. . .shall we say, " + (char)34 + "removed" + (char)34 + "."; this.messages[0] = new string[4]; this.messages[0][0] = "You there!"; this.messages[0][1] = "Would you kindly murder"; this.messages[0][2] = required + " " + enemyID + "s"; this.messages[0][3] = "for me?"; displayMessage(0, 120, 450, 700, 700); }
public QuestExplore(int x, int y, QuestInterface passed, int diff) { this.next = passed; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = 1; this.goalX = x; this.goalY = y; this.difficulty = diff; this.messages = new string[2][]; this.messages[1] = new string[5]; this.messages[1][0] = " Boss Battle!"; this.messages[1][1] = ""; this.messages[1][2] = " You have encountered the boss"; this.messages[1][3] = " guarding this level of the maze for the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0] = new string[4]; this.messages[0][0] = " You're trapped!"; this.messages[0][1] = " Find your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }
}//end DVC public QuestKill(int toKill, int quantity, QuestInterface passedNext) { this.next = passedNext; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = quantity; this.enemyID = toKill; this.messages = new string[2][]; this.messages[1] = new string[6]; this.messages[1][0] = "They're all dead, are they?"; this.messages[1][1] = "Good; quite good."; this.messages[1][2] = "Yes, have your reward already."; this.messages[1][3] = "I'll be sure to get a hold of you"; this.messages[1][4] = "the next time that I would like"; this.messages[1][5] = "to have something. . .shall we say, " + (char)34 + "removed" + (char)34 + "."; this.messages[0] = new string[4]; this.messages[0][0] = "You there!"; this.messages[0][1] = "Would you kindly murder"; this.messages[0][2] = required + " " + enemyID + "s"; this.messages[0][3] = "for me?"; displayMessage(0, 120, 450, 700, 700); }//end QuestKill(toKill, quantity, passNext)
private void Awake() { if (_AgoraInstance != null && _AgoraInstance != this) { Destroy(this.gameObject); } else { _AgoraInstance = this; } }
public QuestKill(int toKill, int quantity, QuestInterface passedNext, string[][] passedMessages) { this.next = passedNext; this.QuestType = Globals.QUEST_KILL; this.progress = 0; this.required = quantity; this.enemyID = toKill; this.messages = passedMessages; displayMessage(0, 120, 450, 700, 700); }
}//end QuestKill(toKill, quantity, passNext) public QuestKill(int toKill, int quantity, QuestInterface passedNext, string[][] passedMessages) { this.next = passedNext; this.QuestType = Globals.QUEST_KILL; this.progress = 0; this.required = quantity; this.enemyID = toKill; this.messages = passedMessages; displayMessage(0, 120, 450, 700, 700); }
}//end QuestCollect(toCollect, quantity, passedNext) public QuestCollect(int toCollect, int quantity, QuestInterface passedNext, string[][] passedMessages) { this.next = passedNext; this.QuestType = Globals.QUEST_COLLECT; this.progress = 0; this.required = quantity; this.itemID = toCollect; this.messages = passedMessages; displayMessage(0, 120, 450, 700, 700); }
public QuestCollect(int toCollect, int quantity, QuestInterface passedNext, string[][] passedMessages) { this.next = passedNext; this.QuestType = Globals.QUEST_COLLECT; this.progress = 0; this.required = quantity; this.itemID = toCollect; this.messages = passedMessages; displayMessage(0, 120, 450, 700, 700); }
}//end DVC public QuestCombatTESTING(int x, int y, QuestInterface passed, int diff) { this.next = passed; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = 1; this.goalX = x; this.goalY = y; this.messages = new string[2][]; this.messages[1] = new string[8]; this.messages[1][0] = " Congratulations!"; this.messages[1][1] = ""; this.messages[1][2] = " You have beaten the ambush"; this.messages[1][3] = " and thwarted the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[1][5] = ""; this.messages[1][6] = ""; this.messages[1][7] = "Press [R] to generate a new maze to escape!"; this.messages[0] = new string[4]; this.messages[0][0] = " You've been ambushed!"; this.messages[0][1] = " Fight your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monster.Boss = true; StateHandler.State = new StateCombat(monster); StateHandler.Level++; MapFactory.GenerateNewMaze(); StateInGame.locX = MapFactory.startX; StateInGame.locY = MapFactory.startY; StateInGame.change = true; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }//end EVC
public QuestCombatTESTING(int x, int y, QuestInterface passed, int diff) { this.next = passed; this.QuestType = Globals.QUEST_EXPLORE; this.progress = 0; this.required = 1; this.goalX = x; this.goalY = y; this.messages = new string[2][]; this.messages[1] = new string[8]; this.messages[1][0] = " Congratulations!"; this.messages[1][1] = ""; this.messages[1][2] = " You have beaten the ambush"; this.messages[1][3] = " and thwarted the"; this.messages[1][4] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[1][5] = ""; this.messages[1][6] = ""; this.messages[1][7] = "Press [R] to generate a new maze to escape!"; this.messages[0] = new string[4]; this.messages[0][0] = " You've been ambushed!"; this.messages[0][1] = " Fight your way out before the"; this.messages[0][2] = " FLYING SPAGHETTI CODE MONSTER"; this.messages[0][3] = " catches you and crashes your computer!"; Monster monster = MonsterFactory.randomMonster(StateHandler.Level, 0, Globals.MOB_WEAK, true); monster.Boss = true; StateHandler.State = new StateCombat(monster); StateHandler.Level++; MapFactory.GenerateNewMaze(); StateInGame.locX = MapFactory.startX; StateInGame.locY = MapFactory.startY; StateInGame.change = true; SubStateAbstract quest = new SubStateDisplayMessage(this.messages[0], 120, 450, 300, 300, StateHandler.State); StateHandler.State = quest; }
}//end DVC public QuestCollect(int toCollect, int quantity, QuestInterface passedNext) { this.next = passedNext; this.QuestType = Globals.QUEST_COLLECT; this.progress = 0; this.required = quantity; this.itemID = toCollect; this.messages = new string[2][]; this.messages[1] = new string[4]; this.messages[1][0] = "Ah, excellent!"; this.messages[1][1] = "Just what I needed."; this.messages[1][2] = "I'll be sure to recommend you"; this.messages[1][3] = "to my friends."; this.messages[0] = new string[4]; this.messages[0][0] = "Desperate times call for desperate"; this.messages[0][1] = "measures, my friend. And I am in dire"; this.messages[0][2] = "need of " + quantity + " " + itemID + "s."; this.messages[0][3] = "Think ya can do that for me?"; displayMessage(0, 120, 450, 700, 700); }//end QuestCollect(toCollect, quantity, passedNext)
public QuestCollect(int toCollect, int quantity, QuestInterface passedNext) { this.next = passedNext; this.QuestType = Globals.QUEST_COLLECT; this.progress = 0; this.required = quantity; this.itemID = toCollect; this.messages = new string[2][]; this.messages[1] = new string[4]; this.messages[1][0] = "Ah, excellent!"; this.messages[1][1] = "Just what I needed."; this.messages[1][2] = "I'll be sure to recommend you"; this.messages[1][3] = "to my friends."; this.messages[0] = new string[4]; this.messages[0][0] = "Desperate times call for desperate"; this.messages[0][1] = "measures, my friend. And I am in dire"; this.messages[0][2] = "need of " + quantity + " " + itemID + "s."; this.messages[0][3] = "Think ya can do that for me?"; displayMessage(0, 120, 450, 700, 700); }