Added in more event data to the event helper class.
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@ -33,6 +33,15 @@ namespace Omegasis.HappyBirthday.Framework.Events
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Left
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}
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public enum Layers
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{
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Back,
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Paths,
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Buildings,
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Front,
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AlwaysFront
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}
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protected StringBuilder eventData;
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protected StringBuilder eventPreconditionData;
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@ -118,6 +127,21 @@ namespace Omegasis.HappyBirthday.Framework.Events
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return (int)Dir;
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}
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/// <summary>
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/// Gets the layer string from the Layer enum.
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/// </summary>
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/// <param name="Layer"></param>
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/// <returns></returns>
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protected virtual string getLayerName(Layers Layer)
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{
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if (Layer == Layers.AlwaysFront) return "AlwaysFront";
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if (Layer == Layers.Back) return "Back";
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if (Layer == Layers.Buildings) return "Buildings";
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if (Layer == Layers.Front) return "Front";
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if (Layer == Layers.Paths) return "Paths";
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return "";
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}
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/// <summary>
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/// Gets the even parsing seperator.
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/// </summary>
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@ -181,7 +205,8 @@ namespace Omegasis.HappyBirthday.Framework.Events
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{
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if (this.canEventOccur())
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{
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Game1.player.currentLocation.currentEvent = this.getEvent();
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//Game1.player.currentLocation.currentEvent = this.getEvent();
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Game1.player.currentLocation.startEvent(this.getEvent());
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}
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}
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@ -310,11 +335,262 @@ namespace Omegasis.HappyBirthday.Framework.Events
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protected virtual void addMailReceived(string ID)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addMailReceived ");
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b.Append("addMailReceived ");
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b.Append(ID);
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this.add(b);
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}
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/// <summary>
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/// Adds a temporary sprite at the specified tile from the Maps\springobjects.png sprite sheet.
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/// </summary>
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/// <param name="XTile"></param>
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/// <param name="YTile"></param>
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/// <param name="ParentSheetIndex"></param>
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/// <param name="Layer"></param>
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protected virtual void addObject(int XTile, int YTile, int ParentSheetIndex, string Layer)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addObject ");
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b.Append(XTile.ToString());
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b.Append(" ");
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b.Append(YTile.ToString());
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b.Append(" ");
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b.Append(Layer);
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this.add(b);
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}
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/// <summary>
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/// Adds a temporary sprite at the specified tile from the Maps\springobjects.png sprite sheet.
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/// </summary>
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/// <param name="XTile"></param>
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/// <param name="YTile"></param>
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/// <param name="ParentSheetIndex"></param>
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/// <param name="Layer"></param>
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protected virtual void addObject(int XTile, int YTile, int ParentSheetIndex, Layers Layer)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addObject ");
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b.Append(XTile.ToString());
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b.Append(" ");
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b.Append(YTile.ToString());
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b.Append(" ");
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b.Append(this.getLayerName(Layer));
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this.add(b);
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}
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/// <summary>
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/// Add a solid prop from the current festival texture. Default solid width/height is 1. Default display height is solid height.
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/// </summary>
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/// <param name="Index"></param>
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/// <param name="XTile"></param>
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/// <param name="YTile"></param>
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/// <param name="SolidWidth"></param>
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/// <param name="SolidHeight"></param>
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/// <param name="DisplayHeight"></param>
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protected virtual void addProp(int Index, int XTile, int YTile, int SolidWidth, int SolidHeight, int DisplayHeight)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addProp ");
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b.Append(Index.ToString());
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b.Append(" ");
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b.Append(XTile.ToString());
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b.Append(" ");
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b.Append(YTile.ToString());
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b.Append(" ");
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b.Append(SolidWidth.ToString());
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b.Append(" ");
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b.Append(SolidHeight.ToString());
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b.Append(" ");
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b.Append(DisplayHeight.ToString());
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this.add(b);
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}
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/// <summary>
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/// Add the specified quest to the quest log.
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/// </summary>
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/// <param name="QuestID"></param>
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public virtual void addQuest(int QuestID)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addQuest ");
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b.Append(QuestID.ToString());
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this.add(b);
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}
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/// <summary>
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/// Add a temporary actor. 'breather' is boolean. The category determines where the texture will be loaded from, default is Character. Animal name only applies to animal.
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/// </summary>
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/// <param name="npc"></param>
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/// <param name="SpriteWidth"></param>
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/// <param name="SpriteHeight"></param>
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/// <param name="TileX"></param>
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/// <param name="TileY"></param>
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/// <param name="Direction"></param>
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/// <param name="Breather"></param>
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public virtual void addTemporaryActor_NPC(NPC npc, int SpriteWidth, int SpriteHeight, int TileX, int TileY, FacingDirection Direction, bool Breather)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addTemporaryActor ");
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b.Append(npc.Name);
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b.Append(" ");
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b.Append(SpriteWidth.ToString());
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b.Append(" ");
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b.Append(SpriteHeight.ToString());
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b.Append(" ");
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b.Append(TileX.ToString());
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b.Append(" ");
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b.Append(TileY.ToString());
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b.Append(" ");
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b.Append(Direction);
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b.Append(" ");
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b.Append("Character");
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this.add(b);
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}
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/// <summary>
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/// Add a temporary actor. 'breather' is boolean. The category determines where the texture will be loaded from, default is Character. Animal name only applies to animal.
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/// </summary>
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/// <param name="character"></param>
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/// <param name="SpriteWidth"></param>
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/// <param name="SpriteHeight"></param>
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/// <param name="TileX"></param>
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/// <param name="TileY"></param>
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/// <param name="Direction"></param>
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/// <param name="Breather"></param>
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/// <param name="AnimalName"></param>
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public virtual void addTemporaryActor_Animal(string character, int SpriteWidth, int SpriteHeight, int TileX, int TileY, FacingDirection Direction, bool Breather,string AnimalName)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addTemporaryActor ");
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b.Append(character);
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b.Append(" ");
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b.Append(SpriteWidth.ToString());
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b.Append(" ");
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b.Append(SpriteHeight.ToString());
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b.Append(" ");
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b.Append(TileX.ToString());
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b.Append(" ");
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b.Append(TileY.ToString());
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b.Append(" ");
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b.Append(Direction);
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b.Append(" ");
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b.Append("Animal");
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b.Append(" ");
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b.Append(AnimalName);
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this.add(b);
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}
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/// <summary>
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/// Add a temporary actor. 'breather' is boolean. The category determines where the texture will be loaded from, default is Character. Animal name only applies to animal.
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/// </summary>
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/// <param name="character"></param>
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/// <param name="SpriteWidth"></param>
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/// <param name="SpriteHeight"></param>
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/// <param name="TileX"></param>
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/// <param name="TileY"></param>
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/// <param name="Direction"></param>
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/// <param name="Breather"></param>
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public virtual void addTemporaryActor_Monster(string character, int SpriteWidth, int SpriteHeight, int TileX, int TileY, FacingDirection Direction, bool Breather)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addTemporaryActor ");
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b.Append(character);
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b.Append(" ");
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b.Append(SpriteWidth.ToString());
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b.Append(" ");
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b.Append(SpriteHeight.ToString());
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b.Append(" ");
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b.Append(TileX.ToString());
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b.Append(" ");
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b.Append(TileY.ToString());
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b.Append(" ");
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b.Append(Direction);
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b.Append(" ");
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b.Append("Monster");
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this.add(b);
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}
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/// <summary>
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/// Places on object on the furniture at a position. If the location is FarmHouse, then it will always be placed on the initial table.
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/// </summary>
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/// <param name="XPosition"></param>
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/// <param name="YPosition"></param>
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/// <param name="ObjectParentSheetIndex"></param>
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public virtual void addToTable(int XPosition, int YPosition, int ObjectParentSheetIndex)
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{
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StringBuilder b = new StringBuilder();
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b.Append("addToTable ");
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b.Append(XPosition);
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b.Append(" ");
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b.Append(YPosition);
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b.Append(" ");
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b.Append(ObjectParentSheetIndex);
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this.add(b);
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}
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/// <summary>
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/// Adds the Return Scepter to the player's inventory.
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/// </summary>
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public virtual void addTool_ReturnScepter()
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{
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StringBuilder b = new StringBuilder();
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b.Append("addTool Wand");
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this.add(b);
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}
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/// <summary>
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/// Set multiple movements for an NPC. You can set True to have NPC walk the path continuously. Example: /advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/
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/// </summary>
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/// <param name="npc"></param>
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/// <param name="Loop"></param>
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/// <param name="TilePoints"></param>
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public virtual void advanceMove(NPC npc, bool Loop, List<Point> TilePoints)
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{
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StringBuilder b = new StringBuilder();
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b.Append("advancedMove ");
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b.Append(npc.Name);
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b.Append(" ");
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b.Append(Loop.ToString());
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b.Append(" ");
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for(int i = 0; i < TilePoints.Count; i++)
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{
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b.Append(TilePoints[i].X);
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b.Append(" ");
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b.Append(TilePoints[i].Y);
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if (i != TilePoints.Count - 1)
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{
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b.Append(" ");
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}
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}
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this.add(b);
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}
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/// <summary>
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/// Modifies the ambient light level, with RGB values from 0 to 255. Note that it works by removing colors from the existing light ambience, so ambientLight 1 80 80 would reduce green and blue and leave the light with a reddish hue.
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/// </summary>
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/// <param name="r"></param>
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/// <param name="g"></param>
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/// <param name="b"></param>
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public virtual void setAmbientLight(int r, int g, int b)
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{
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StringBuilder builder = new StringBuilder();
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builder.Append("ambientLight ");
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builder.Append(r);
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builder.Append(" ");
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builder.Append(g);
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builder.Append(" ");
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builder.Append(b);
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this.add(builder);
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}
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/// <summary>
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/// Modifies the ambient light level, with RGB values from 0 to 255. Note that it works by removing colors from the existing light ambience, so ambientLight 1 80 80 would reduce green and blue and leave the light with a reddish hue.
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/// </summary>
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/// <param name="color"></param>
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public virtual void setAmbientLight(Color color)
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{
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this.setAmbientLight(color.R, color.G, color.B);
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}
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}
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