static void Main(string[] args) { NpcSimulator simulator = new NpcSimulator(); Player me = new Player("Tagette", 100, 412) { Meso = int.MaxValue, Strength = 5, Intelligence = 5, Dexterity = 32767, Luck = 32767 }; me.Inventory.GainItem(4031013, 30); simulator.AddPlayer(me); simulator.AddNpc(2100, new begin_jp1()); simulator.AddNpc(9101001, new begin_jp2()); simulator.AddNpc(2101, new begin_jp3()); simulator.AddNpc(2003, new begin5()); simulator.AddNpc(1043000, new bush1()); simulator.AddNpc(1043001, new bush2()); simulator.AddNpc(1072002, new change_archer()); simulator.AddNpc(1072006, new inside_archer()); simulator.AddNpc(1061010, new job3Exit()); simulator.Run(); }
public Inventory(Player player, int capacity) { _player = player; _items = new Item[capacity]; }
protected void ShowModifyPlayer(Player player) { bool exit = false; while (!exit) { Console.WriteLine("Modify Player"); byte selection = ShowMenu( Width("Name: ", 15) + player.Name, Width("Level: ", 15) + player.Level, Width("Job: ", 15) + player.Job, Width("Strength: ", 15) + player.Strength, Width("Intelligence: ", 15) + player.Intelligence, Width("Dexterity: ", 15) + player.Dexterity, Width("Luck: ", 15) + player.Luck, Width("Inventory:", 15) + (player.Inventory.IsEmpty() ? "[Empty]" : player.Inventory.TotalStacks() + " items"), Width("Quests", 15) + player.QuestLog.StartedQuests.Length + " started, " + player.QuestLog.CompletedQuests.Length + " completed", "Return to Menu"); switch (selection) { case 1: player.Name = GetStringInput("Enter a new name> ", "exit"); break; case 2: player.Level = GetIntInput("Enter a new level> ", "exit"); break; case 3: player.Job = GetIntInput("Enter a new job> ", "exit"); break; case 4: player.Strength = GetIntInput("Enter a new strength> ", "exit"); break; case 5: player.Intelligence = GetIntInput("Enter a new intelligence> ", "exit"); break; case 6: player.Dexterity = GetIntInput("Enter a new dexterity> ", "exit"); break; case 7: player.Luck = GetIntInput("Enter a new luck> ", "exit"); break; case 8: ShowInventory(player.Inventory); break; case 9: ShowQuestMenu(player.QuestLog); break; case 10: exit = true; break; } } }
/// <summary> /// Adds a player to the simulator so it can be used when talking with the npc. /// </summary> public void AddPlayer(Player player) { if (_players == null) _players = new List<Player>(); _players.Add(player); }
protected void ShowCreatePlayer() { Player player = new Player("Bob", 1, 0); player.Name = GetStringInput("Enter a new name> ", "exit"); if (player.Name == null) return; player.Level = GetIntInput("Enter a new level> ", "exit"); if (player.Level < 0) return; player.Job = GetIntInput("Enter a new job> ", "exit"); if (player.Job < 0) return; player.Strength = GetIntInput("Enter a new strength> ", "exit"); if (player.Strength < 0) return; player.Intelligence = GetIntInput("Enter a new intelligence> ", "exit"); if (player.Intelligence < 0) return; player.Dexterity = GetIntInput("Enter a new dexterity> ", "exit"); if (player.Dexterity < 0) return; player.Luck = GetIntInput("Enter a new luck> ", "exit"); if (player.Luck < 0) return; int itemId = 0; Console.WriteLine(); Console.WriteLine("Type 'done' when you are finished with the inventory."); while (itemId != -1) { itemId = GetIntInput("Enter an item id> ", "done"); if (itemId > 0) { bool getAmount = true; while (getAmount) { int amount = GetIntInput("Enter an amount for (" + itemId + ")> ", "done"); if (amount > 0) { player.Inventory.GainItem(itemId, amount); Console.WriteLine("{0} of item {1} has been added.", amount, itemId); getAmount = false; } else if (amount == -1) { player.Inventory.GainItem(itemId, 1); Console.WriteLine("1 of item {0} has been added.", itemId); getAmount = false; itemId = -1; } else { Console.WriteLine("That is an incorrect amount."); } } } else { Console.WriteLine("That is an incorrect item id."); } } if (_players == null) _players = new List<Player>(); _players.Add(player); Console.WriteLine("Player {0} [Lvl {1} | Job {2}] has been created.", player.Name, player.Level, player.Job); }