public List<Item> getTrapComponents() { Vector V = new Vector(); if ((daggerDamages == null) || (daggerDamages.size() == 0)) V.addElement(CMClass.getWeapon("Dagger")); else for (int d = 0; d < daggerDamages.size(); d++) { Item I = CMClass.getWeapon("Dagger"); I.basePhyStats().setDamage(((Integer) daggerDamages.elementAt(d)).intValue()); I.recoverPhyStats(); V.addElement(I); } return V; }
public Vector outfit(MOB myChar) { if (outfitChoices == null) { outfitChoices = new Vector(); Weapon w = CMClass.getWeapon("SmallMace"); outfitChoices.addElement(w); } return outfitChoices; }
public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName("a Unicorn Horn"); naturalWeapon.setWeaponType(Weapon.TYPE_PIERCING); } return naturalWeapon; }
@Override public List<Item> outfit(MOB myChar) { if (outfitChoices == null) { outfitChoices = new Vector(); final Weapon w = CMClass.getWeapon("Quarterstaff"); outfitChoices.add(w); } return outfitChoices; }
public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName("an appendange"); naturalWeapon.setRanges(0, 2); naturalWeapon.setWeaponType(Weapon.TYPE_BASHING); } return naturalWeapon; }
public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName("a menacing beak"); naturalWeapon.setMaterial(RawMaterial.RESOURCE_BONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponType(Weapon.TYPE_NATURAL); } return naturalWeapon; }
public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName("nasty stingers"); naturalWeapon.setMaterial(RawMaterial.RESOURCE_BONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponType(Weapon.TYPE_PIERCING); } return naturalWeapon; }
@Override public List<Item> outfit(MOB myChar) { if (outfitChoices == null) { final Weapon w = CMClass.getWeapon("Shortsword"); if (w == null) return new Vector<Item>(); outfitChoices = new Vector<Item>(); outfitChoices.add(w); } return outfitChoices; }
public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName("a swirling gust"); naturalWeapon.setMaterial(RawMaterial.RESOURCE_ASH); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponType(Weapon.TYPE_GASSING); } return naturalWeapon; }
@Override public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName(L("some nasty pincers")); naturalWeapon.setMaterial(RawMaterial.RESOURCE_BONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponType(Weapon.TYPE_NATURAL); } return naturalWeapon; }
@Override public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName(L("a pair of sharp teeth")); naturalWeapon.setMaterial(RawMaterial.RESOURCE_BONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponDamageType(Weapon.TYPE_PIERCING); } return naturalWeapon; }
@Override public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName(L("a pair of claws")); naturalWeapon.setMaterial(RawMaterial.RESOURCE_BONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponType(Weapon.TYPE_SLASHING); } return naturalWeapon; }
@Override public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName(L("a nasty vine")); naturalWeapon.setRanges(0, 3); naturalWeapon.setMaterial(RawMaterial.RESOURCE_BONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponDamageType(Weapon.TYPE_BASHING); } return naturalWeapon; }
@Override public Weapon myNaturalWeapon() { if (naturalWeapon == null) { naturalWeapon = CMClass.getWeapon("StdWeapon"); naturalWeapon.setName(L("<S-HIS-HER> body")); naturalWeapon.setRanges(0, 3); naturalWeapon.setMaterial(RawMaterial.RESOURCE_STONE); naturalWeapon.setUsesRemaining(1000); naturalWeapon.setWeaponType(Weapon.TYPE_BASHING); } return naturalWeapon; }