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- { //!Dimentio Edit Territory
- int wond_of_wondor = getCanonicalItemID(itemsbuf, itype_wand); //I'm doing it the long way to test this, as I have no idea if doing it the shorter way will cause problems
- switch(itemsbuf[wond_of_wondor].misc1) //Okay, what weapon will the wand fire?
- {
- case wMagic: {}//Magic is default.
- break;
- case wArrow: {}//Arrows?
- break;
- case 2: wFire: {} //Fire?
- break;
- case 3: wWind: {} //Wind?
- break;
- case 4: wRefMagic: {}//Reflected Magic?
- break;
- case 5: wRefFireball: {} //Reflected Fireball?
- break;
- case 6: wRefRock: {}//Reflected Rock?
- break;
- case 7: wRefBeam: {}//Reflected Sword Beam?
- break;
- case 8: wBrang: {}//Boomerang?
- break;
- case 9: wBeam: {}//Sword Beam?
- break;
- //Less sure about the following ones:
- case 10: wLitBomb: {}//Bomb?
- break;
- case 11: wLitSBomb: {}//SuperBomb?
- break;
- case 12: wBomb: {}//Explosion?
- break;
- case 13: wSBomb: {}//Super Explosion?
- break;
- case 14: wSSparkle: {}//Sparkle?
- break;
- case 15: wFSparkle: {} //Fire Sparkle?
- break;
- case wHookshot: {}//Hookshot?
- break;
- case wBait: {}
- break;
- //Woo! BaitWand!
- //Script weapon time!
- case wScript1:{}
- break;
- case wScript2:{}
- break;
- case wScript3:{}
- break;
- case wScript4:{}
- break;
- case wScript5:{}
- break;
- case wScript6:{}
- break;
- case wScript7:{}
- break;
- case wScript8:{}
- break;
- case wScript9:{}
- break;
- case wScript10:{}
- break;
- default: {
- //User entered invalid type, default to Magic is default.
- }
- break;
- }
- Lwpns.add(new weapon((fix)wx,(fix)wy,(fix)wz,wandfireweapon3,type,pow,i, itemid,getUID())); //!Dimentio: wandfireweapon3 is what weapon the wand fires. Determined just above.
- } //!End Dimentio Edit Territory
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