public override void IncreaseTier() { base.IncreaseTier(); List <object> list = new List <object>(); Item c; switch (Tier) { case 1: // wizard's hat c = new WizardsHat(); c.MoveToWorld(new Point3D(1410, 1603, 57), Map); list.Add(c); // crystal ball c = new Static(0xE2D) { Weight = 10.0 }; c.MoveToWorld(new Point3D(1410, 1604, 57), Map); list.Add(c); // spellbook c = new Spellbook(0x0, 0xE3B); c.MoveToWorld(new Point3D(1408, 1603, 63), Map); list.Add(c); // garlic c = new Garlic(); c.MoveToWorld(new Point3D(1408, 1603, 62), Map); list.Add(c); break; } if (list.Count > 0) { Tiers.Add(list); } }
public override void IncreaseTier() { base.IncreaseTier(); List<object> list = new List<object>(); Item c; switch ( this.Tier ) { case 1: // wizard's hat c = new WizardsHat(); c.MoveToWorld(new Point3D(1410, 1603, 57), this.Map); list.Add(c); // crystal ball c = new Static(0xE2D); c.Weight = 10.0; c.MoveToWorld(new Point3D(1410, 1604, 57), this.Map); list.Add(c); // spellbook c = new Spellbook(0x0, 0xE3B); c.MoveToWorld(new Point3D(1408, 1603, 63), this.Map); list.Add(c); // garlic c = new Garlic(); c.MoveToWorld(new Point3D(1408, 1603, 62), this.Map); list.Add(c); break; } if (list.Count > 0) this.Tiers.Add(list); }