Beispiel #1
0
        /// <summary>
        /// 아이템 등급에 따른 이름 색상
        /// </summary>
        /// <param name="rank">아이템 등급</param>
        /// <returns>이름 색상</returns>
        ConsoleColor GetColor(ItemRank rank)
        {
            switch (rank)
            {
            case ItemRank.Normal:
                return(ConsoleColor.White);

            case ItemRank.Exceed:
                return(ConsoleColor.Yellow);

            case ItemRank.Rare:
                return(ConsoleColor.Cyan);

            case ItemRank.Artifact:
                return(ConsoleColor.Green);

            case ItemRank.Unique:
                return(ConsoleColor.Magenta);

            case ItemRank.Epic:
                return(ConsoleColor.Red);

            default:
                return(ConsoleColor.White);
            }
        }
Beispiel #2
0
 public Item(string name, string text, string icon, ItemRank rank)
 {
     Name = name;
     Text = text;
     Icon = icon;
     Rank = rank;
 }
Beispiel #3
0
    public int AttributeCount(ItemRank itemRank)
    {
        int attributeCount = 0;

        switch (itemRank)
        {
        case ItemRank.Normal:
            attributeCount = 0;
            break;

        case ItemRank.High:
            attributeCount = Random.Range(1, 3);
            break;

        case ItemRank.Rare:
            attributeCount = Random.Range(3, 5);
            break;

        case ItemRank.Unique:
            attributeCount = Random.Range(5, 7);
            break;
        }

        Debug.Log(attributeCount);
        return(attributeCount);
    }
Beispiel #4
0
    //public Item OpenChest(int _playerLevel, Chest _chest)
    //{
    //    int[] table = _chest.table;
    //    int max = (int)ItemGroup.Max;
    //    int itemGroup = Random.Range(0, max);

    //    int itemIndex = Random.Range(0, itemTable[itemGroup].Count);
    //    ItemRank itemRank = SetItemRank(_chest.table);
    //    int optionCount = 0;

    //    List<int> optionIndex = new List<int>();
    //    List<int> optionValue = new List<int>();
    //    List<int> duplication = new List<int>();
    //    if (_chest.chestType > 10000) //Special Chest
    //    {

    //    }
    //    else
    //    {
    //        if ((int)itemGroup < (int)ItemGroup.SkillCore)
    //        {
    //            switch (itemRank)
    //            {
    //                case ItemRank.Normal:
    //                    optionCount = 0;
    //                    break;
    //                case ItemRank.High:
    //                    optionCount = Random.Range(1, 3);
    //                    break;
    //                case ItemRank.Rare:
    //                    optionCount = Random.Range(3, 7);
    //                    break;
    //                case ItemRank.Unique:
    //                    //나중에 유니크옵 따로 구현
    //                    break;
    //            }
    //            for (int i = 0; i < optionCount; i++)
    //            {

    //                //중복검사기
    //                optionIndex[i] = Random.Range(0, optionTable.Count);

    //                optionValue[i] = Random.Range(System.Int32.Parse(optionTable[optionIndex[i]]["min"].ToString()), System.Int32.Parse(optionTable[optionIndex[i]]["max"].ToString()));
    //            }
    //        }
    //        else //skillcore
    //        {

    //        }
    //    }
    //    Item item = null;
    //    switch((ItemGroup)itemGroup)
    //    {
    //        case ItemGroup.Weapon:
    //            item = new Weapon((ItemGroup)itemGroup, itemIndex, itemRank);
    //            break;
    //        case ItemGroup.Armor:
    //            item = new Armor((ItemGroup)itemGroup, itemIndex, itemRank);
    //            break;
    //        case ItemGroup.SkillCore:
    //            break;
    //    }
    //    optionIndex.Clear();
    //    optionValue.Clear();
    //    duplication.Clear();
    //    return item;
    //}


    public ItemRank SetItemRank(int[] _table)
    {
        int total = 0;

        foreach (int item in _table)
        {
            total += item;
        }
        int      randomNumber = Random.Range(0, total);
        ItemRank itemRank     = 0;

        for (int i = 0; i < _table.Length; i++)
        {
            if (randomNumber <= _table[i])
            {
                itemRank = (ItemRank)i;
                break;
            }
            else
            {
                randomNumber -= _table[i];
            }
        }
        return(itemRank);
    }
Beispiel #5
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 public Portion(string name, string text, string icon, ItemRank rank,
                int hpPoint, int mpPoint, double hpPercent, double mpPercent)
     : base(name, text, icon, rank)
 {
     HpPoint   = hpPoint;
     MpPoint   = mpPoint;
     HpPercent = hpPercent;
     MpPercent = mpPercent;
 }
Beispiel #6
0
 public Weapon InstantiateWeapon(ItemRank rank)
 {
     if (weaponRankList[(int)rank].Count > 0)
     {
         int index = Random.Range(0, weaponRankList[(int)rank].Count);
         ScriptableWeaponInfo info = weaponRankList[(int)rank][index];
         weaponRankList[(int)rank].RemoveAt(index);
         return((Weapon)Activator.CreateInstance(Type.GetType(info.name), new object[] { info }));
     }
     return(null);
 }
Beispiel #7
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        /// <summary>
        /// 재료 아이템을 만든다.
        /// </summary>
        /// <returns></returns>
        public Item MakeMaterial(Item frame)
        {
            Type = ItemType.Material;

            Name        = frame.Name;
            Rank        = frame.Rank;
            Description = frame.Description;
            Value       = frame.Value;
            Level       = frame.Level;

            return(this);
        }
Beispiel #8
0
        /// <summary>
        /// 포션 아이템을 만든다.
        /// </summary>
        /// <returns></returns>
        public Item MakePotion(Item frame)
        {
            Type = ItemType.Potion;

            Name        = frame.Name;
            Rank        = frame.Rank;
            Description = frame.Description;
            Value       = frame.Value;
            Level       = frame.Level;

            // TODO: formattedPotionEffect

            return(this);
        }
Beispiel #9
0
    public EquippableItem(string name, string text, string icon, ItemRank rank,
                          EquipmentType type, int powerBonus, int defanseBouns, int rangeBonus,
                          double powerPercentBonus, double defansePercentBonus, double rangePercentBonus)
        : base(name, text, icon, rank)
    {
        Type = type;

        PowerBonus   = powerBonus;
        DefanseBonus = defanseBouns;
        RangeBonus   = rangeBonus;

        PowerPercentBonus   = powerPercentBonus;
        DefansePercentBonus = defansePercentBonus;
        RangePercentBonus   = rangePercentBonus;
    }
Beispiel #10
0
        void OnEnable()
        {
            itemRankDatabase = AssetDatabase.LoadAssetAtPath(DATABASE_PATH, typeof(ItemRankDatabase)) as ItemRankDatabase;
            if (itemRankDatabase == null)
            {
                if (!AssetDatabase.IsValidFolder("Assets/Resources/Scripts"))
                {
                    AssetDatabase.CreateFolder("Assets/Resources", "Scripts");
                }
                itemRankDatabase = ScriptableObject.CreateInstance <ItemRankDatabase>();
                AssetDatabase.CreateAsset(itemRankDatabase, DATABASE_PATH);
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }

            curItem = new ItemRank();
        }
Beispiel #11
0
    private static void CreateItem()
    {
        Items newItem = new Items();

        Random rnd = new Random();

        newItem.Name = newItem.items[rnd.Next(0, newItem.items.Length)];

        ItemRank newQuality = new ItemRank();

        Random rnd2 = new Random();

        newQuality.QualityName = newQuality.quality[rnd2.Next(0, newQuality.quality.Length)];

        int damage = ItemRank.RndAttackDmg(newQuality.QualityName);

        Console.WriteLine(newQuality.QualityName + " " + newItem.Name);
        Console.WriteLine(damage);
    }
Beispiel #12
0
        void AddQuality()
        {
            //name
            curItem.Name = EditorGUILayout.TextField("Name: ", curItem.Name);
            //sprite
            if (curItem.Icon)
            {
                curTexture = curItem.Icon.texture;
            }
            else
            {
                curTexture = null;
            }
            //select sprite button
            if (GUILayout.Button(curTexture, GUILayout.Width(SPRITE_BUTTON_SIZE), GUILayout.Height(SPRITE_BUTTON_SIZE)))
            {
                int controllerID = EditorGUIUtility.GetControlID(FocusType.Passive);
                EditorGUIUtility.ShowObjectPicker <Sprite>(null, true, null, controllerID);
            }
            //update sprite button image
            string commandName = Event.current.commandName;

            if (commandName == "ObjectSelectorUpdated")
            {
                curItem.Icon = EditorGUIUtility.GetObjectPickerObject() as Sprite;
                Repaint();
            }
            //GUI.SetNextControlName("Save");   //names the following control "Save", a button's text is not its control name
            if (GUILayout.Button("Save"))
            {
                if (curItem == null || curItem.Name == "")
                {
                    return;
                }
                itemRankDatabase.Add(curItem);

                curItem = new ItemRank();
                GUI.FocusControl("Save");
            }
        }
Beispiel #13
0
        /// <summary>
        /// [생성자] 포션 아이템을 설정한다.
        /// </summary>
        /// <param name="name">이름</param>
        /// <param name="itemRank">아이템 등급</param>
        /// <param name="description">아이템 설명</param>
        /// <param name="value">아이템 가치</param>
        /// <param name="level">사용 최소레벨</param>
        /// <param name="formattedPotionEffect">포션 효과 정보, ex)</param>
        public Item(string name, string itemRank, string description, int value, int level, string formattedPotionEffect)
        {
            Type = ItemType.Potion;

            Name = name;

            switch (itemRank)
            {
            case "1":
                Rank = ItemRank.Normal;
                break;

            case "2":
                Rank = ItemRank.Exceed;
                break;

            case "3":
                Rank = ItemRank.Rare;
                break;

            case "4":
                Rank = ItemRank.Artifact;
                break;

            case "5":
                Rank = ItemRank.Unique;
                break;

            case "6":
                Rank = ItemRank.Epic;
                break;
            }

            Description           = description;
            Value                 = value;
            Level                 = level;
            FormattedPotionEffect = formattedPotionEffect;
        }
Beispiel #14
0
 protected BaseItem(ItemRank rank)
 {
     this._rank = rank;
 }
Beispiel #15
0
    public Item CreateItem(ItemList kinds, ItemRank rank)
    {
        var info = _itemInformationGroup[(int)kinds];

        var item = new Item()
                   .SetItem(kinds)
                   .SetRank(rank)
                   //.SetCost(info.Cost)
                   .SetPrice(info.Price)
                   .SetDamage(info.EquipmentDamage)
                   .SetDefense(info.EquipmentDefense)
                   .SetHealth(info.EquipmentHealth)
                   .SetReleaseCost(info.ReleaseCost);

        switch (kinds)
        {
        case ItemList.LeatherArmor:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Goggles:
            item.MountEvent = (args) =>
            {
                var customArgs = new CustomActionArgs();
                customArgs.SetMorphable(args.Item);

                ConditionalEventManager.GetInstance.AddConditionalAction(ConditionalEventManager.ActionFlag.OnKillEnemy,
                                                                         eventArgs =>
                {
                    var itemInfo = eventArgs.Args["DamageUp"].MorphObject as Item;
                    if (itemInfo.Release && Random.Range(0, 100) < 20)
                    {
                        Buff.CreateBuff(
                            PlayerChampionHandler.GetInstance.Handle,
                            PlayerChampionHandler.GetInstance.Handle,
                            Buff._MainCategoryType.AttackIncrease
                            )
                        .SetAction(Buff.EventType.OnBirth,
                                   buffArgs =>
                        {
                            PlayerItemManager.GetInstance.EquipmentDamage += 10;
                        },
                                   true
                                   )
                        .SetAction(Buff.EventType.OnTerminate,
                                   buffArgs => PlayerItemManager.GetInstance.EquipmentDamage -= 10,
                                   true
                                   )
                        .SetTrigger()
                        .BuffArgsClass.SetDurtaion(10);
                    }
                },
                                                                         "DamageUp",
                                                                         customArgs);

                ConditionalEventManager.GetInstance.AddConditionalAction(ConditionalEventManager.ActionFlag.OnChargeAttack,
                                                                         eventArgs =>
                {
                    var itemInfo = eventArgs.Args["Shield"].MorphObject as Item;
                    if (itemInfo.Release && Random.Range(0, 100) < 50)
                    {
                        Buff.CreateBuff(
                            PlayerChampionHandler.GetInstance.Handle,
                            PlayerChampionHandler.GetInstance.Handle,
                            Buff._MainCategoryType.Shield
                            )
                        .SetAction(Buff.EventType.OnBirth,
                                   buffArgs =>
                        {
                            PlayerChampionHandler.GetInstance.Handle.Shield += 30;
                        },
                                   true
                                   )
                        .SetAction(Buff.EventType.OnTerminate,
                                   buffArgs => PlayerChampionHandler.GetInstance.Handle.Shield -= 30,
                                   true
                                   )
                        .SetTrigger()
                        .BuffArgsClass.SetDurtaion(5);
                    }
                },
                                                                         "Shield",
                                                                         customArgs);
            };
            item.UnMountEvent = (args) =>
            {
                ConditionalEventManager.GetInstance.RemoveConditionalAction(ConditionalEventManager.ActionFlag.OnKillEnemy,
                                                                            "DamageUp");

                ConditionalEventManager.GetInstance.RemoveConditionalAction(ConditionalEventManager.ActionFlag.OnChargeAttack,
                                                                            "Shield");
            };
            break;

        case ItemList.IronBoots:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Gloves:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.WoodenClub:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Dagger:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Axe:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Rapier:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Cloak:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.LongBow:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.LongSword:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Maingauche:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Mace:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.HalfGloves:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Boots:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Circlet:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.CrossBow:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.ShortBow:
            item.MountEvent = (args) =>
            {
                var customArgs = new CustomActionArgs();
                customArgs.MorphObject = args.Item;
                ConditionalEventManager.GetInstance.AddConditionalAction(ConditionalEventManager.ActionFlag.OnNormalAttack,
                                                                         eventArgs =>
                {
                    var itemInfo = eventArgs.Args["BonusShot"].MorphObject as Item;
                    if (itemInfo.ActiveEffectCoolTime > Time.realtimeSinceStartup - 0.5f)
                    {
                        return;
                    }

                    var nearEnemy = PlayerChampionHandler.GetInstance.Handle.MostNearEnemy;
                    if (itemInfo.Release && nearEnemy != null)
                    {
                        var caster   = PlayerChampionHandler.GetInstance.Handle;
                        var autoFire = caster.ThisAutoFireCluster
                                       .AutoFireGroupMappedToGroupZwei[
                            Random.Range(0,
                                         PlayerChampionHandler.GetInstance.Handle.ThisAutoFireCluster
                                         .AutoFireGroupMappedToGroupZwei.Count)];

                        autoFire.TracingFire(ProjectileFactory.Type.PurpleLightningBullet, caster.GetForward, nearEnemy);
                        itemInfo.ActiveEffectCoolTime = Time.realtimeSinceStartup;
                    }
                },
                                                                         "BonusShot",
                                                                         customArgs);
            };
            item.UnMountEvent = (args) =>
            {
                ConditionalEventManager.GetInstance.RemoveConditionalAction(ConditionalEventManager.ActionFlag.OnNormalAttack,
                                                                            "BonusShot");
            };
            break;

        case ItemList.ShortSword:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Shoes:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.ThrowingDagger:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Staff:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.IronGloves:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.ShoulderArmor:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Robe:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Orb:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Wand:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.Cloth:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.IronArmor:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        case ItemList.IronHelmet:
            item.MountEvent = (args) =>
            {
            };
            item.UnMountEvent = (args) =>
            {
            };
            break;

        default:
            throw new ArgumentOutOfRangeException(nameof(kinds), kinds, null);
        }

        return(item);
    }
Beispiel #16
0
        /// <summary>
        /// [생성자] 장비 아이템을 설정한다.
        /// </summary>
        /// <param name="name">이름</param>
        /// <param name="level">장착 최소레벨</param>
        /// <param name="equipmentType">장비 유형</param>
        /// <param name="itemRank">아이템 등급</param>
        /// <param name="formattedEquipmentEffect">장비 효과 정보, ex) "p15/s10/i7/w8/c12/a13/h150/m120/x4/y3/t165/d138/e25" => 힘 +15, 체력 +10, 지능 +7, 정신력 +8, 집중력 +12, 민첩 +13, HP MAX +150, MP MAX +120, HP회복 +4, MP회복 +3, 공격력 +165, 방어력 +138, 공격속도 +25</param>
        public Item(string name, int level, string equipmentType, string itemRank, string formattedEquipmentEffect)
        {
            Type = ItemType.Equipment;

            Name  = name;
            Level = level;

            switch (equipmentType)
            {
            case "0":
                EqType = EquipmentType.None;
                break;

            case "1":
                EqType = EquipmentType.Sword;
                break;

            case "2":
                EqType = EquipmentType.Staff;
                break;

            case "3":
                EqType = EquipmentType.Gun;
                break;

            case "4":
                EqType = EquipmentType.LeatherHelmet;
                break;

            case "5":
                EqType = EquipmentType.MetalHelmet;
                break;

            case "6":
                EqType = EquipmentType.LeatherArmor;
                break;

            case "7":
                EqType = EquipmentType.MetalArmor;
                break;

            case "8":
                EqType = EquipmentType.LeatherTrouser;
                break;

            case "9":
                EqType = EquipmentType.MetalTrouser;
                break;

            case "10":
                EqType = EquipmentType.LeatherShoes;
                break;

            case "11":
                EqType = EquipmentType.MetalShoes;
                break;

            case "12":
                EqType = EquipmentType.SteelNecklace;
                break;

            case "13":
                EqType = EquipmentType.AlloyNecklace;
                break;

            case "14":
                EqType = EquipmentType.SteelRing;
                break;

            case "15":
                EqType = EquipmentType.AlloyRing;
                break;

            case "16":
                EqType = EquipmentType.Emblem;
                break;
            }

            switch (itemRank)
            {
            case "1":
                Rank = ItemRank.Normal;
                break;

            case "2":
                Rank = ItemRank.Exceed;
                break;

            case "3":
                Rank = ItemRank.Rare;
                break;

            case "4":
                Rank = ItemRank.Artifact;
                break;

            case "5":
                Rank = ItemRank.Unique;
                break;

            case "6":
                Rank = ItemRank.Epic;
                break;
            }

            FormattedEquipmentEffect = formattedEquipmentEffect;
        }
Beispiel #17
0
 public Scroll(string name, string text, string icon, ItemRank rank, Magic magic)
     : base(name, text, icon, rank)
 {
     this.magic = magic;
 }
Beispiel #18
0
        /// <summary>
        /// 장비 아이템을 만든다.
        /// </summary>
        /// <returns></returns>
        public Item MakeEquipment(Item frame)
        {
            Type = ItemType.Equipment;

            Name   = frame.Name;
            Level  = frame.Level;
            EqType = frame.EqType;
            Rank   = frame.Rank;

            Effect = new Ability(Ability.CalculateRule.Equipment);
            Effect.Reset();
            EffectStrings = new List <string>();

            FormattedEquipmentEffect = frame.FormattedEquipmentEffect;

            // 효과가 없는 장비
            if (StringUtil.IsEmpty(FormattedEquipmentEffect))
            {
                return(this);
            }

            // 효과 파싱
            string[] effects = FormattedEquipmentEffect.Split('/');

            foreach (string effect in effects)
            {
                // 효과 유형 분석
                string effectTypeString = effect.Substring(0, 1);

                // 효과 값 분석
                int value = int.Parse(effect.Substring(1));

                switch (effectTypeString)
                {
                case "p":
                    Effect.Power = value;
                    EffectStrings.Add($"힘 +{value}");
                    break;

                case "s":
                    Effect.Stamina = value;
                    EffectStrings.Add($"체력 +{value}");
                    break;

                case "i":
                    Effect.Intelli = value;
                    EffectStrings.Add($"지능 +{value}");
                    break;

                case "w":
                    Effect.Willpower = value;
                    EffectStrings.Add($"정신력 +{value}");
                    break;

                case "c":
                    Effect.Concentration = value;
                    EffectStrings.Add($"집중력 +{value}");
                    break;

                case "a":
                    Effect.Agility = value;
                    EffectStrings.Add($"민첩 +{value}");
                    break;

                case "h":
                    Effect.HPMax = value;
                    EffectStrings.Add($"HP MAX +{value}");
                    break;

                case "x":
                    Effect.HPRec = value;
                    EffectStrings.Add($"HP회복 +{value}");
                    break;

                case "m":
                    Effect.MPMax = value;
                    EffectStrings.Add($"MP MAX +{value}");
                    break;

                case "y":
                    Effect.MPRec = value;
                    EffectStrings.Add($"MP회복 +{value}");
                    break;

                case "t":
                    Effect.Attack = value;
                    EffectStrings.Add($"공격력 +{value}");
                    break;

                case "d":
                    Effect.Defense = value;
                    EffectStrings.Add($"방어력 +{value}");
                    break;

                case "e":
                    Effect.AttackSpeed = value;
                    EffectStrings.Add($"공격속도 +{value}");
                    break;
                }
            }

            return(this);
        }
Beispiel #19
0
 public DroppedItem CreateItem(Vector2 pos, ItemRank rank)
 {
     return(CreateItem(pos, InstantiateWeapon(rank)));
 }
Beispiel #20
0
 protected BaseItem(ItemRank rank, List <IPrefix <IStatus> > prefixList, List <ISuffix <IStatus> > suffixList)
 {
     this._prefixList = prefixList;
     this._suffixList = suffixList;
     this._rank       = rank;
 }