示例#1
0
        // This is where specific monsters will be given a pre-defined weapon object for purposes of the rest of the formula, based on their level and sprite weapon appearance.
        public static DaggerfallUnityItem MonsterWeaponAssign(DaggerfallEntity attacker)
        {
            EnemyEntity AIAttacker = null;

            AIAttacker = attacker as EnemyEntity;

            switch (AIAttacker.CareerIndex)
            {
            case (int)MonsterCareers.SkeletalWarrior:
                return(ItemBuilder.CreateWeapon(Weapons.War_Axe, WeaponMaterialTypes.Steel));

            case (int)MonsterCareers.Orc:
                return(ItemBuilder.CreateWeapon(Weapons.Saber, WeaponMaterialTypes.Iron));

            case (int)MonsterCareers.OrcSergeant:
                return(ItemBuilder.CreateWeapon(Weapons.Battle_Axe, WeaponMaterialTypes.Steel));

            case (int)MonsterCareers.OrcWarlord:
            case (int)MonsterCareers.Daedroth:
                return(ItemBuilder.CreateWeapon(Weapons.Battle_Axe, WeaponMaterialTypes.Orcish));

            case (int)MonsterCareers.OrcShaman:
            case (int)MonsterCareers.Lich:
            case (int)MonsterCareers.AncientLich:
                return(ItemBuilder.CreateWeapon(Weapons.Staff, WeaponMaterialTypes.Adamantium));

            case (int)MonsterCareers.Centaur:
                return(ItemBuilder.CreateWeapon(Weapons.Claymore, WeaponMaterialTypes.Elven));

            case (int)MonsterCareers.Giant:
                return(ItemBuilder.CreateWeapon(Weapons.Warhammer, WeaponMaterialTypes.Steel));

            case (int)MonsterCareers.Gargoyle:
                return(ItemBuilder.CreateWeapon(Weapons.Flail, WeaponMaterialTypes.Steel));

            case (int)MonsterCareers.IronAtronach:
                return(ItemBuilder.CreateWeapon(Weapons.Mace, WeaponMaterialTypes.Steel));

            case (int)MonsterCareers.IceAtronach:
                return(ItemBuilder.CreateWeapon(Weapons.Katana, WeaponMaterialTypes.Elven));

            case (int)MonsterCareers.Wraith:
                return(ItemBuilder.CreateWeapon(Weapons.Saber, WeaponMaterialTypes.Mithril));

            case (int)MonsterCareers.FrostDaedra:
                return(ItemBuilder.CreateWeapon(Weapons.Warhammer, WeaponMaterialTypes.Daedric));

            case (int)MonsterCareers.FireDaedra:
            case (int)MonsterCareers.DaedraLord:
                return(ItemBuilder.CreateWeapon(Weapons.Broadsword, WeaponMaterialTypes.Daedric));

            default:
                return(null);
            }
        }
示例#2
0
        // This is where specific monsters will be given a pre-defined shield object for purposes of the rest of the formula, based on their level and sprite weapon appearance.
        public static DaggerfallUnityItem MonsterShieldAssign(DaggerfallEntity attacker)
        {
            EnemyEntity AIAttacker = null;

            AIAttacker = attacker as EnemyEntity;

            switch (AIAttacker.CareerIndex)
            {
            case (int)MonsterCareers.SkeletalWarrior:
                return(ItemBuilder.CreateArmor(Genders.Male, Races.Breton, Armor.Round_Shield, ArmorMaterialTypes.Steel));

            default:
                return(null);
            }
        }
示例#3
0
        // This is where specific monsters will be given a true or false, depending on if said monster is clearly holding a type of shield in their sprite.
        public static bool SpecialShieldCheckForMonsters(DaggerfallEntity attacker)
        {
            EnemyEntity AIAttacker = null;

            AIAttacker = attacker as EnemyEntity;

            switch (AIAttacker.CareerIndex)
            {
            case (int)MonsterCareers.SkeletalWarrior:
                return(true);

            default:
                return(false);
            }
        }
示例#4
0
        public static bool EquipmentUser(EnemyEntity enemy) // Overload that can be used by outside scripts, probably a bit messy, but whatever it works.
        {
            if (enemy.EntityType == EntityTypes.EnemyClass)
            {
                return(true);
            }

            switch (enemy.CareerIndex)
            {
            case (int)MonsterCareers.Rat:
            case (int)MonsterCareers.GiantBat:
            case (int)MonsterCareers.GrizzlyBear:
            case (int)MonsterCareers.SabertoothTiger:
            case (int)MonsterCareers.Spider:
            case (int)MonsterCareers.Slaughterfish:
            case (int)MonsterCareers.GiantScorpion:
            case (int)MonsterCareers.Imp:
            case (int)MonsterCareers.Spriggan:
            case (int)MonsterCareers.Nymph:
            case (int)MonsterCareers.Harpy:
            case (int)MonsterCareers.Dragonling:
            case (int)MonsterCareers.Dragonling_Alternate:
            case (int)MonsterCareers.Dreugh:
            case (int)MonsterCareers.Lamia:
            case (int)MonsterCareers.Werewolf:
            case (int)MonsterCareers.Wereboar:
            case (int)MonsterCareers.FireAtronach:
            case (int)MonsterCareers.IronAtronach:
            case (int)MonsterCareers.FleshAtronach:
            case (int)MonsterCareers.IceAtronach:
            case (int)MonsterCareers.Ghost:
            case (int)MonsterCareers.Mummy:
            case (int)MonsterCareers.DaedraSeducer:
                return(false);

            default:
                return(true);
            }
        }
        /// <summary>
        /// Creates a loot container for enemies slain by the player.
        /// </summary>
        /// <param name="player">Player object, must have PlayerEnterExit attached.</param>
        /// <param name="enemy">Enemy object, must have EnemyMotor attached.</param>
        /// <param name="corpseTexture">Packed corpse texture index from entity summary.</param>
        /// <param name="loadID">Unique LoadID for save system.</param>
        /// <returns>DaggerfallLoot.</returns>
        public static DaggerfallLoot CreateLootableCorpseMarker(GameObject player, GameObject enemy, EnemyEntity enemyEntity, int corpseTexture, ulong loadID)
        {
            // Player must have a PlayerEnterExit component
            PlayerEnterExit playerEnterExit = player.GetComponent<PlayerEnterExit>();
            if (!playerEnterExit)
                throw new Exception("CreateLootableCorpseMarker() player game object must have PlayerEnterExit component.");

            // Enemy must have an EnemyMotor component
            EnemyMotor enemyMotor = enemy.GetComponent<EnemyMotor>();
            if (!enemyMotor)
                throw new Exception("CreateLootableCorpseMarker() enemy game object must have EnemyMotor component.");

            // Get parent by context
            Transform parent = null;
            if (GameManager.Instance.IsPlayerInside)
            {
                if (GameManager.Instance.IsPlayerInsideDungeon)
                    parent = playerEnterExit.Dungeon.transform;
                else
                    parent = playerEnterExit.Interior.transform;
            }
            else
            {
                parent = GameManager.Instance.StreamingTarget.transform;
            }

            // Get corpse marker texture indices
            int archive, record;
            EnemyBasics.ReverseCorpseTexture(corpseTexture, out archive, out record);

            // Find ground position below player
            Vector3 position = enemyMotor.FindGroundPosition();

            // Create loot container
            DaggerfallLoot loot = CreateLootContainer(
                LootContainerTypes.CorpseMarker,
                InventoryContainerImages.Corpse2,
                position,
                parent,
                archive,
                record,
                loadID);

            // Set properties
            loot.LoadID = loadID;
            loot.LootTableKey = enemyEntity.MobileEnemy.LootTableKey;
            loot.playerOwned = false;
            loot.customDrop = true;

            // If dropped outside ask StreamingWorld to track loose object
            if (!GameManager.Instance.IsPlayerInside)
            {
                GameManager.Instance.StreamingWorld.TrackLooseObject(loot.gameObject);
            }

            return loot;
        }
示例#6
0
        /// <summary>
        /// Handle shared logic when player attacks entity.
        /// </summary>
        public void HandleAttackFromSource(DaggerfallEntityBehaviour sourceEntityBehaviour)
        {
            // Break "normal power" concealment effects on source
            if (sourceEntityBehaviour.Entity.IsMagicallyConcealedNormalPower)
            {
                EntityEffectManager.BreakNormalPowerConcealmentEffects(sourceEntityBehaviour);
            }

            // When source is player
            if (sourceEntityBehaviour == GameManager.Instance.PlayerEntityBehaviour)
            {
                PlayerEntity playerEntity = GameManager.Instance.PlayerEntity;
                // Handle civilian NPC crime reporting
                if (EntityType == EntityTypes.CivilianNPC)
                {
                    MobilePersonNPC mobileNpc = transform.GetComponent <MobilePersonNPC>();
                    if (mobileNpc)
                    {
                        // Handle assault or murder
                        if (Entity.CurrentHealth > 0)
                        {
                            playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault;
                            playerEntity.SpawnCityGuards(true);
                        }
                        else
                        {
                            if (!mobileNpc.IsGuard)
                            {
                                playerEntity.TallyCrimeGuildRequirements(false, 5);
                                playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                                playerEntity.SpawnCityGuards(true);
                            }
                            else
                            {
                                playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault;
                                playerEntity.SpawnCityGuard(mobileNpc.transform.position, mobileNpc.transform.forward);
                            }

                            // Disable when dead
                            mobileNpc.Motor.gameObject.SetActive(false);
                        }
                    }
                }

                // Handle mobile enemy aggro
                if (EntityType == EntityTypes.EnemyClass || EntityType == EntityTypes.EnemyMonster)
                {
                    // Make enemy aggressive to player
                    EnemyMotor enemyMotor = transform.GetComponent <EnemyMotor>();
                    if (enemyMotor)
                    {
                        if (!enemyMotor.IsHostile)
                        {
                            GameManager.Instance.MakeEnemiesHostile();
                        }
                        enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    // Handle killing guards
                    EnemyEntity enemyEntity = entity as EnemyEntity;
                    if (enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch && entity.CurrentHealth <= 0)
                    {
                        playerEntity.TallyCrimeGuildRequirements(false, 1);
                        playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    }
                }
            }
        }
        private void EntityBehaviour_OnSetEntity(DaggerfallEntity oldEntity, DaggerfallEntity newEntity)
        {
            if (oldEntity != null)
            {
                oldEntity.OnDeath -= EnemyEntity_OnDeath;
            }

            if (newEntity != null)
            {
                enemyEntity = newEntity as EnemyEntity;
                enemyEntity.OnDeath += EnemyEntity_OnDeath; ;
            }
        }