// 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!"; } } }
// 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(); }
/// ========================================================================================================================================================================= 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); } }