Beispiel #1
0
    // Sets Item Quality Description
    public void SetQualityDescription(ItemQualityModifiers quality)
    {
        int i = Random.Range(1, 11);

        if (quality == ItemQualityModifiers.Poor)
        {
            if (i == 1)
            {
                gradeDesc = "This should probably be scrapped or sold.";
            }
            else if (i == 2)
            {
                gradeDesc = "The quality of this item is terrible.";
            }
            else if (i == 3)
            {
                gradeDesc = "You had bad luck this time.";
            }
            else if (i == 4)
            {
                gradeDesc = "The vendors may not even take this from you.";
            }
            else if (i == 5)
            {
                gradeDesc = "Put this back where it came from or so help me.";
            }
            else if (i == 6)
            {
                gradeDesc = "Is this even salvagable..?";
            }
            else if (i == 7)
            {
                gradeDesc = "Very poor quality...";
            }
            else if (i == 8)
            {
                gradeDesc = "Not very good quality.";
            }
            else if (i == 9)
            {
                gradeDesc = "There are questionable stains on this.";
            }
            else if (i == 10)
            {
                gradeDesc = "Give this to someone you hate.";
            }
        }
        else if (quality == ItemQualityModifiers.Basic)
        {
            if (i == 1)
            {
                gradeDesc = "Very common to see around.";
            }
            else if (i == 2)
            {
                gradeDesc = "Standard quality item.";
            }
            else if (i == 3)
            {
                gradeDesc = "This item may have some use.";
            }
            else if (i == 4)
            {
                gradeDesc = "Atleast it isn't poor quality.";
            }
            else if (i == 5)
            {
                gradeDesc = "Look how basic this looks.";
            }
            else if (i == 6)
            {
                gradeDesc = "Can be salvaged for parts.";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for money.";
            }
            else if (i == 8)
            {
                gradeDesc = "Probably better items out there.";
            }
            else if (i == 9)
            {
                gradeDesc = "Maybe you'll find a use for this?";
            }
            else if (i == 10)
            {
                gradeDesc = "Looks pretty basic.";
            }
        }
        else if (quality == ItemQualityModifiers.Fine)
        {
            if (i == 1)
            {
                gradeDesc = "A fine quality item.";
            }
            else if (i == 2)
            {
                gradeDesc = "Higher quality than a basic item.";
            }
            else if (i == 3)
            {
                gradeDesc = "Looking pretty fine.";
            }
            else if (i == 4)
            {
                gradeDesc = "No stains on this item.";
            }
            else if (i == 5)
            {
                gradeDesc = "Will salvage for better parts than basic.";
            }
            else if (i == 6)
            {
                gradeDesc = "This item looks pretty fine.";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for money.";
            }
            else if (i == 8)
            {
                gradeDesc = "Probably still better items out there.";
            }
            else if (i == 9)
            {
                gradeDesc = "Looks pretty nice.";
            }
            else if (i == 10)
            {
                gradeDesc = "Has a nice shine to it.";
            }
        }
        else if (quality == ItemQualityModifiers.Great)
        {
            if (i == 1)
            {
                gradeDesc = "A great quality item.";
            }
            else if (i == 2)
            {
                gradeDesc = "Higher quality than a fine item.";
            }
            else if (i == 3)
            {
                gradeDesc = "Looking pretty great there.";
            }
            else if (i == 4)
            {
                gradeDesc = "This quality of item is uncommon.";
            }
            else if (i == 5)
            {
                gradeDesc = "Will salvage for better parts than fine.";
            }
            else if (i == 6)
            {
                gradeDesc = "You can tell there is some potential here.";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for money.";
            }
            else if (i == 8)
            {
                gradeDesc = "Probably even still better items out there.";
            }
            else if (i == 9)
            {
                gradeDesc = "This great item will serve someone well.";
            }
            else if (i == 10)
            {
                gradeDesc = "A better grade than usual.";
            }
        }
        else if (quality == ItemQualityModifiers.Masterful)
        {
            if (i == 1)
            {
                gradeDesc = "An item of masterful quality.";
            }
            else if (i == 2)
            {
                gradeDesc = "An item of much higher quality.";
            }
            else if (i == 3)
            {
                gradeDesc = "This item has a faint emitting glow.";
            }
            else if (i == 4)
            {
                gradeDesc = "This quality of item is pretty uncommon.";
            }
            else if (i == 5)
            {
                gradeDesc = "Will salvage for better parts than great items.";
            }
            else if (i == 6)
            {
                gradeDesc = "Give this to someone you like.";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for more money than usual.";
            }
            else if (i == 8)
            {
                gradeDesc = "Probably even still better items out there?";
            }
            else if (i == 9)
            {
                gradeDesc = "This item will serve someone very well.";
            }
            else if (i == 10)
            {
                gradeDesc = "A much better grade than usual.";
            }
        }
        else if (quality == ItemQualityModifiers.Epic)
        {
            if (i == 1)
            {
                gradeDesc = "An item of epic quality.";
            }
            else if (i == 2)
            {
                gradeDesc = "An item of very much higher quality.";
            }
            else if (i == 3)
            {
                gradeDesc = "This item has a solid emitting purple glow.";
            }
            else if (i == 4)
            {
                gradeDesc = "This quality of item is rare.";
            }
            else if (i == 5)
            {
                gradeDesc = "Will salvage for much better parts..";
            }
            else if (i == 6)
            {
                gradeDesc = "Give this to someone you really like.";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for much more money than usual.";
            }
            else if (i == 8)
            {
                gradeDesc = "Are there better item qualities than this one?";
            }
            else if (i == 9)
            {
                gradeDesc = "This item gives a faint humming sound.";
            }
            else if (i == 10)
            {
                gradeDesc = "This item is epic!";
            }
        }
        else if (quality == ItemQualityModifiers.Legendary)
        {
            if (i == 1)
            {
                gradeDesc = "An item of legendary quality!";
            }
            else if (i == 2)
            {
                gradeDesc = "This item is one of the best you have ever seen!";
            }
            else if (i == 3)
            {
                gradeDesc = "This item has power overflowing from it.";
            }
            else if (i == 4)
            {
                gradeDesc = "Holy smokes look at this thing.";
            }
            else if (i == 5)
            {
                gradeDesc = "Will salvage for top quality parts";
            }
            else if (i == 6)
            {
                gradeDesc = "Give this to someone you love, or maybe keep it.";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for much much more.";
            }
            else if (i == 8)
            {
                gradeDesc = "This may be the best item?";
            }
            else if (i == 9)
            {
                gradeDesc = "You can feel pressure from this item.";
            }
            else if (i == 10)
            {
                gradeDesc = "This item is legendary!";
            }
        }
        else if (quality == ItemQualityModifiers.Godlike)
        {
            if (i == 1)
            {
                gradeDesc = "GODLIKE!";
            }
            else if (i == 2)
            {
                gradeDesc = "Words cannot discribe how godlike the quality is!";
            }
            else if (i == 3)
            {
                gradeDesc = "This item has ridiculous power gushing from it.";
            }
            else if (i == 4)
            {
                gradeDesc = "Should such an item this powerful even exist?";
            }
            else if (i == 5)
            {
                gradeDesc = "Will salvage for alot of top quality parts!";
            }
            else if (i == 6)
            {
                gradeDesc = "Don't give this one away!";
            }
            else if (i == 7)
            {
                gradeDesc = "Can be sold for a fortune!";
            }
            else if (i == 8)
            {
                gradeDesc = "You wont find a better quality in the galaxy!";
            }
            else if (i == 9)
            {
                gradeDesc = "You can feel overwhelming pressure from this item.";
            }
            else if (i == 10)
            {
                gradeDesc = "This item is godlike!";
            }
        }
    }
Beispiel #2
0
    // Initializes the Item class object, then sets stats, and enchants.
    public void InitializeItem(bool isRandom = true)
    {
        for (int i = 0; i < 8; i++)
        {
            Enchant e = new Enchant();
            e.type = Enchant.EnchantTypes.NONE;
            enchants.Add(e);
        }

        hasGrade    = CanHaveGrade(itemType);
        enchantable = CanBeEnchanted(itemType);
        if (itemType != ItemTypes.Money)
        {
            InitializeType();
        }
        else
        {
            float monies = 0;
            itemQuality = SetQuality(isRandom);
            SetQualityStats();

            Player_Main p_Main = GameObject.Find("Player").GetComponent <Player_Main>();
            monies = Random.Range((100 + (itemLevel * (v_mod * 4))) * 3, (150 + (itemLevel * (v_mod * 5))) * 5);
            p_Main.pI.playerMoney += (int)monies;
            int[] mtx = Currency.ConvertValueToCredits(monies);
            itemName = Currency.ConvertCreditsToText(mtx);

            return;
        }

        if (hasGrade)
        {
            itemQuality = SetQuality(isRandom);
            SetQualityStats();
            SetQualityDescription(itemQuality);
        }
        else
        {
            maxEnchants = 2;
        }

        if (enchantable && hasGrade)
        {
            SetEnchants();
        }
        else if (enchantable && !hasGrade)
        {
            enchants[0].GetNewEnchant(this, itemLevel);
            e_type  = Random.Range(0, 3);
            se_type = -1;
            enchants[1].GetNewEnchant(this, itemLevel);
            ApplyEnchant(0);
            ApplyEnchant(1);
        }
        if (itemType == ItemTypes.Weapon || itemType == ItemTypes.Armor)
        {
            ModifyStats();
        }
        SetItemIcon();
        SetItemDescription();
        SetItemValue();
        SetPrimaryWeaponEnchantAttributes();
    }
Beispiel #3
0
    /// ========================================================================================================================================================================= ROLL MODS
    // Sets the quality of the item
    public ItemQualityModifiers SetQuality(bool isRandom = true, ItemQualityModifiers iqm = ItemQualityModifiers.Poor)
    {
        if (!isRandom)
        {
            return(iqm);
        }
        else
        {
            int i = 0;//GetDiceRoll();
            if (!IsFindOverload())
            {
                if (qualityModifier == 0)
                {
                    i = RollDice((1 + (10 * Player_Stats.Lucky)), 100000);
                }
                else if (qualityModifier == 1)  // Box      (poor -> basic)
                {
                    i = Random.Range(50000, 95000);
                }
                else if (qualityModifier == 2)  // Wood     (poor -> great)
                {
                    i = Random.Range(60000, 99500);
                }
                else if (qualityModifier == 3)  // Bronze   (fine -> masterful)
                {
                    i = Random.Range(95000, 99900);
                }
                else if (qualityModifier == 4)  // Silver   (fine -> epic)
                {
                    i = Random.Range(95000, 99955);
                }
                else if (qualityModifier == 5)  // Gold     (fine -> legendary)
                {
                    i = Random.Range(95000, 99995);
                }
                else if (qualityModifier == 6)  // Purple   (masterful -> godlike)
                {
                    i = Random.Range(99500, 100000);
                }
                else if (qualityModifier == 7)  // Black     (epic -> godlike)   Epic: 55%, Legendary: 40%, Godlike: 5%
                {
                    i = Random.Range(99900, 100000);
                }
            }


            //i = RollDice((1+(10 * Player_Stats.Lucky)) , 100000);
            //i = RollDice(95000,99000); // Fine
            //i = RollDice(99900, 99955); // EPIC
            //i = RollDice(99999,100000); // GODLIKE
            //Debug.Log(i);

            if (i < 70000)
            {
                iqm = ItemQualityModifiers.Poor;        // 70%
                SetQualityName("Poor");
            }
            else if (i >= 70000 && i < 95000)
            {
                iqm = ItemQualityModifiers.Basic;       // 25%
                SetQualityName("Basic");
            }
            else if (i >= 95000 && i < 99000)
            {
                iqm = ItemQualityModifiers.Fine;        // 04%
                SetQualityName("Fine");
            }
            else if (i >= 99000 && i < 99500)
            {
                iqm = ItemQualityModifiers.Great;       // 0.50%
                SetQualityName("Great");
            }
            else if (i >= 99500 && i < 99900)
            {
                iqm = ItemQualityModifiers.Masterful;   // 0.40%
                SetQualityName("Masterful");
            }
            else if (i >= 99900 && i < 99955)
            {
                iqm = ItemQualityModifiers.Epic;        // 0.055%
                SetQualityName("Epic");
            }
            else if (i >= 99955 && i < 99995)
            {
                iqm = ItemQualityModifiers.Legendary;   // 0.04%
                SetQualityName("Legendary");
            }
            else if (i >= 99995 && i < 100000)
            {
                iqm = ItemQualityModifiers.Godlike;     // 0.005%
                SetQualityName("Godlike");
            }
            else
            {
                iqm = ItemQualityModifiers.Poor;        // Whoops
                SetQualityName("Poor");
            }
            return(iqm);
        }
    }