/// <summary> /// Assigns basic starting gear to a new character. /// </summary> public void AssignStartingGear(PlayerEntity playerEntity) { // Get references EntityItems items = playerEntity.Items; ItemEquipTable equipTable = playerEntity.ItemEquipTable; // Starting clothes are gender-specific DaggerfallUnityItem shortShirt = null; DaggerfallUnityItem casualPants = null; if (playerEntity.Gender == Genders.Female) { shortShirt = ItemBuilder.CreateWomensClothing(WomensClothing.Short_shirt_closed, playerEntity.Race, 1); casualPants = ItemBuilder.CreateWomensClothing(WomensClothing.Casual_pants, playerEntity.Race); } else { shortShirt = ItemBuilder.CreateMensClothing(MensClothing.Short_shirt_closed_top, playerEntity.Race, 1); casualPants = ItemBuilder.CreateMensClothing(MensClothing.Casual_pants, playerEntity.Race); } // Randomise shirt dye and pants variant shortShirt.dyeColor = ItemBuilder.RandomClothingDye(); ItemBuilder.RandomizeVariant(casualPants); // Add a wagon // This is required for now as shops not currently implemented // Wagon is easy to obtain anyway (150g) and most player can affored right out of Privateer's Hold // TODO: Remove this once shops can sell this item to players as normal items.AddItem(ItemBuilder.CreateItem(ItemGroups.Transportation, (int)Transportation.Small_cart)); // Add spellbook, all players start with one items.AddItem(ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Spellbook)); // Add and equip clothing items.AddItem(shortShirt); items.AddItem(casualPants); equipTable.EquipItem(shortShirt); equipTable.EquipItem(casualPants); // Always add ebony dagger until biography implemented items.AddItem(ItemBuilder.CreateWeapon(Weapons.Dagger, WeaponMaterialTypes.Ebony)); // Add a cuirass items.AddItem(ItemBuilder.CreateArmor(playerEntity.Gender, playerEntity.Race, Armor.Cuirass, ArmorMaterialTypes.Leather)); // Add alternate weapons items.AddItem(ItemBuilder.CreateWeapon(Weapons.Longsword, WeaponMaterialTypes.Steel)); items.AddItem(ItemBuilder.CreateWeapon(Weapons.Katana, WeaponMaterialTypes.Iron)); items.AddItem(ItemBuilder.CreateWeapon(Weapons.Staff, WeaponMaterialTypes.Silver)); // Add some ingredients for (int i = 0; i < 10; i++) { items.AddItem(ItemBuilder.CreateRandomIngredient()); } }
/// <summary> /// Assigns basic starting gear to a new character. /// </summary> public void AssignStartingGear(PlayerEntity playerEntity) { // Get references ItemCollection items = playerEntity.Items; ItemEquipTable equipTable = playerEntity.ItemEquipTable; // Starting clothes are gender-specific DaggerfallUnityItem shortShirt = null; DaggerfallUnityItem casualPants = null; if (playerEntity.Gender == Genders.Female) { shortShirt = ItemBuilder.CreateWomensClothing(WomensClothing.Short_shirt_closed, playerEntity.Race, 0); casualPants = ItemBuilder.CreateWomensClothing(WomensClothing.Casual_pants, playerEntity.Race); } else { shortShirt = ItemBuilder.CreateMensClothing(MensClothing.Short_shirt, playerEntity.Race, 0); casualPants = ItemBuilder.CreateMensClothing(MensClothing.Casual_pants, playerEntity.Race); } // Randomise shirt dye and pants variant shortShirt.dyeColor = ItemBuilder.RandomClothingDye(); ItemBuilder.RandomizeClothingVariant(casualPants); // Add spellbook, all players start with one items.AddItem(ItemBuilder.CreateItem(ItemGroups.MiscItems, (int)MiscItems.Spellbook)); // Add and equip clothing items.AddItem(shortShirt); items.AddItem(casualPants); equipTable.EquipItem(shortShirt, true, false); equipTable.EquipItem(casualPants, true, false); // Always add ebony dagger until biography implemented items.AddItem(ItemBuilder.CreateWeapon(Weapons.Dagger, WeaponMaterialTypes.Ebony)); // Add a cuirass items.AddItem(ItemBuilder.CreateArmor(playerEntity.Gender, playerEntity.Race, Armor.Cuirass, ArmorMaterialTypes.Leather)); // Add alternate weapons items.AddItem(ItemBuilder.CreateWeapon(Weapons.Longsword, WeaponMaterialTypes.Steel)); items.AddItem(ItemBuilder.CreateWeapon(Weapons.Katana, WeaponMaterialTypes.Iron)); items.AddItem(ItemBuilder.CreateWeapon(Weapons.Staff, WeaponMaterialTypes.Silver)); items.AddItem(ItemBuilder.CreateWeapon(Weapons.Long_Bow, WeaponMaterialTypes.Silver)); // Add some starting gold playerEntity.GoldPieces += 100; }