Beispiel #1
0
        public static Item Return5560Epochal(int _npclevel)
        {
            Item returnedItem = new Item();
            int increasedStat = _npclevel + 2;

            switch (r.Next(0, 10))
            {
                case 0:
                    returnedItem = new Weapon("The Occulus", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 1:
                    returnedItem = new Weapon("The End", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.4));
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 2:
                    returnedItem = new Weapon("Eiwars Bow", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 3:
                    returnedItem = new Armor("Halo", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*1.1));
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 4:
                    returnedItem = new Armor("Carriers", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat * 1.2));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 5:
                    returnedItem = new Armor("The Exposed Heart", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, -(increasedStat/4));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat*2);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, -(increasedStat/4));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat*2);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 6:
                    returnedItem = new BattleCharm("Sigil of Madness", EnumItemType.Battlecharm, EnumItemQuality.Epochal, _npclevel);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Attackdamage, increasedStat);
                    returnedItem = (BattleCharm)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 7:
                    returnedItem = new Weapon("Justice", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 8:
                    returnedItem = new Weapon("The Destroyer", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 9:
                    returnedItem = new Weapon("Throatslitter", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                default:
                    break;
            }
            return returnedItem;
        }
Beispiel #2
0
        public static Item Return5055Epochal(int _npclevel)
        {
            Item returnedItem = new Item();
            int increasedStat = _npclevel + 2;

            switch (r.Next(0, 9))
            {
                case 0:
                    returnedItem = new Weapon("Eiwars Blade", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 1:
                    returnedItem = new Weapon("The Myst", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*1.4));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.4));
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 2:
                    returnedItem = new Weapon("Splint", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 3:
                    returnedItem = new Armor("Nobility", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, (int)(increasedStat*1.4));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*1.4));
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 4:
                    returnedItem = new Armor("Hide of Scales", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat/2);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 5:
                    returnedItem = new Armor("The Bulwark", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, (int)(increasedStat*1.2));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*1.2));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 6:
                    returnedItem = new Weapon("Decapitation", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Axe, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.1));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, (int)(increasedStat*1.3));
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 7:
                    returnedItem = new Weapon("Multistrike", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, (int)(increasedStat*1.5));
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 8:
                    returnedItem = new Weapon("The Pyre", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Staff, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat * 1.5));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                default:
                    break;
            }
            return returnedItem;
        }
Beispiel #3
0
        public static Item Return4050Epochal(int _npclevel)
        {
            Item returnedItem = new Item();
            int increasedStat = _npclevel + 2;

            switch (r.Next(0, 10))
            {
                case 0:
                    returnedItem = new Weapon("Branch of Yggdrasil", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 1:
                    returnedItem = new Weapon("Skullsplitter", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 2:
                    returnedItem = new Weapon("Hawks' Aim", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Bow, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 3:
                    returnedItem = new Armor("Hood of Power", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, (int)(increasedStat * 1.1));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, (int)(increasedStat * 1.1));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*1.1));
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 4:
                    returnedItem = new Armor("The Heavy Plates", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*1.5));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 5:
                    returnedItem = new Armor("Eiwars Armor", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 6:
                    returnedItem = new BattleCharm("The Energy Gem", EnumItemType.Battlecharm, EnumItemQuality.Epochal, _npclevel);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem = (BattleCharm)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 7:
                    returnedItem = new Weapon("The Impaler", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.3));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*0.3));
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 8:
                    returnedItem = new Weapon("Frosttorch", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 9:
                    returnedItem = new Weapon("Sabretooth", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                default:
                    break;
            }
            return returnedItem;
        }
Beispiel #4
0
        public static Item Return3040Epochal(int _npclevel)
        {
            Item returnedItem = new Item();
            int increasedStat = _npclevel + 2;

            switch (r.Next(0, 9))
            {
                case 0:
                    returnedItem = new Weapon("Faith Blade", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 1:
                    returnedItem = new Weapon("Burning Omen", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 2:
                    returnedItem = new Weapon("Leaf of the Forest", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 3:
                    returnedItem = new Armor("The Skull", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 4:
                    returnedItem = new Armor("Eiwars' Legwraps", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 5:
                    returnedItem = new Armor("Robes of Hope", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 6:
                    returnedItem = new Weapon("The Divider", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 7:
                    returnedItem = new Weapon("Simplicity", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 8:
                    returnedItem = new Weapon("Silken String", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                default:
                    break;
            }
            return returnedItem;
        }
Beispiel #5
0
        public static Item Return2030Epochal(int _npclevel)
        {
            Item returnedItem = new Item();
            int increasedStat = _npclevel + 2;

            switch (r.Next(0, 10))
            {
                case 0:
                    returnedItem = new Weapon("Battlemage's Ward", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Armor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 1:
                    returnedItem = new Weapon("Defiance", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Armor, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 2:
                    returnedItem = new Weapon("Choosen of the Ranger", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 3:
                    returnedItem = new Armor("The Crown", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 4:
                    returnedItem = new Armor("The Unknown", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 5:
                    returnedItem = new Armor("Harmony of Lightweave", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 6:
                    returnedItem = new BattleCharm("The Balance", EnumItemType.Battlecharm, EnumItemQuality.Epochal, _npclevel);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem = (BattleCharm)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 7:
                    returnedItem = new Weapon("Flash of Light", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 8:
                    returnedItem = new Weapon("Legbone of an Ogre", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*0.7));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.2));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 9:
                    returnedItem = new Weapon("Swiftblade", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat * 0.9));
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, (int)(increasedStat * 1.3));
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                default:
                    break;
            }
            return returnedItem;
        }
Beispiel #6
0
        public static Item Return1020Epochal(int _npclevel)
        {
            Item returnedItem = new Item();
            int increasedStat = _npclevel + 2;

            switch (r.Next(0,9))
            {
                case 0:
                    returnedItem = new Weapon("Thief's Tool", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 1:
                    returnedItem = new Weapon("The Crusher", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Mace, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 2:
                    returnedItem = new Weapon("The Flutterer", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Sword, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 3:
                    returnedItem = new Armor("Apprentice' Headpiece", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 4:
                    returnedItem = new Armor("Quickleaps", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 5:
                    returnedItem = new Armor("The Thornebrush", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 6:
                    returnedItem = new Weapon("Quickdraw", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Dagger, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 7:
                    returnedItem = new Weapon("Glimpse of Speed", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Axe, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                case 8:
                    returnedItem = new Weapon("Mind Loop", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Staff, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat);
                    returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat);
                    returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem);
                    break;
                default:
                    break;
            }

            return returnedItem;
        }