private void GenerateGravestone()
{
var maxed = 0;
foreach (var i in XmlDatas.TypeToElement[ObjectType].Elements("LevelIncrease"))
{
var limit = int.Parse(XmlDatas.TypeToElement[ObjectType].Element(i.Value).Attribute("max").Value);
var idx = StatsManager.StatsNameToIndex(i.Value);
if (Stats[idx] >= limit)
maxed++;
}
short objType;
int? time;
switch (maxed)
{
case 8:
objType = 0x0735;
time = null;
/*
if (player.objType = 782) //Wizard
{
objType = 0x0723; time = null;
}
else if (player.objType = 784) //Priest
{
objType = 0x0723; time = null;
}
else if (player.objType = 768) //Rogue
{
objType = 0x0723; time = null;
}
else if (player.objType = 801) //Necromancer
{
objType = 0x0723; time = null;
}
else if (player.objType = 798) //Knight
{
objType = 0x0723; time = null;
}
else if (player.objType = 800) //Assassin
{
objType = 0x0723; time = null;
}
else if (player.objType = 802) //Huntress
{
objType = 0x0723; time = null;
}
else if (player.objType = 804) //Trickster
{
objType = 0x0723; time = null;
}
else if (player.objType = 775) //Warrior
{
objType = 0x0723; time = null;
}
*
else if (player.objType = 782)
{
objType = 0x0723; time = null;
}
else if (player.objType = 782)
{
objType = 0x0723; time = null;
}
else if (player.objType = 782)
{
objType = 0x0723; time = null;
}
else if (player.objType = 782)
{
objType = 0x0723; time = null;
}
else if (player.objType = 782)
{
objType = 0x0723; time = null;
}
*/
break;
case 7:
objType = 0x0734;
time = null;
break;
case 6:
objType = 0x072b;
time = null;
break;
case 5:
objType = 0x072a;
time = null;
break;
case 4:
objType = 0x0729;
time = null;
break;
case 3:
objType = 0x0728;
time = null;
break;
case 2:
objType = 0x0727;
time = null;
break;
case 1:
objType = 0x0726;
time = null;
break;
default:
if (Level <= 1)
{
objType = 0x0723;
time = 30 * 1000;
}
else if (Level < 20)
{
objType = 0x0724;
time = 60 * 1000;
}
else
{
objType = 0x0725;
time = 5 * 60 * 1000;
}
break;
}
var obj = new StaticObject(objType, time, true, time != null, false);
obj.Move(X, Y);
obj.Name = Name;
Owner.EnterWorld(obj);
}