Ejemplo n.º 1
0
        internal static ConsumableAbstract CreateConsumable(int type, int specials, int level, int quality, string name)
        {
            int difficulty           = StateHandler.Difficulty;
            ConsumableAbstract CTemp = new ConsumableAbstract();

            CTemp.Name = name;

            int itemLevel = level;

            itemLevel /= 15;

            itemLevel += (difficulty - 3);

            itemLevel += (quality - 3);

            if (itemLevel < 1)
            {
                itemLevel = 1;
            }

            CTemp.Power = itemLevel;

            if (type > 0)
            {
                CTemp.Type = type;
            }
            else
            {
                int chance = Globals.Random(0, 100);

                if (chance < 10)
                {
                    CTemp.Type = Globals.TYPE_CONSUMABLE_FIRE;
                }
                else if (chance < 20)
                {
                    CTemp.Type = Globals.TYPE_CONSUMABLE_NATURE;
                }
                else if (chance < 30)
                {
                    CTemp.Type = Globals.TYPE_CONSUMABLE_WATER;
                }
                else if (chance < 40)
                {
                    CTemp.Type = Globals.TYPE_CONSUMABLE_PHYSICAL;
                }
                else if (chance < 50)
                {
                    CTemp.Type = Globals.TYPE_CONSUMABLE_PHYSICAL + Globals.TYPE_CONSUMABLE_FIRE;
                }
                else
                {
                    CTemp.Type = Globals.TYPE_CONSUMABLE_POTION;
                }
            }

            return(CTemp);
        }
Ejemplo n.º 2
0
        internal static ConsumableAbstract CreateConsumable(int type, int specials, int level, int quality, string name)
        {
            int difficulty = StateHandler.Difficulty;
            ConsumableAbstract CTemp = new ConsumableAbstract();

            CTemp.Name = name;

            int itemLevel = level;

            itemLevel /= 15;

            itemLevel += (difficulty-3);

            itemLevel += (quality-3);

            if (itemLevel < 1)
                itemLevel = 1;

            CTemp.Power = itemLevel;

            if (type > 0)
            {
                CTemp.Type = type;
            }
            else
            {
                int chance = Globals.Random(0, 100);

                if (chance < 10)
                    CTemp.Type = Globals.TYPE_CONSUMABLE_FIRE;
                else if (chance < 20)
                    CTemp.Type = Globals.TYPE_CONSUMABLE_NATURE;
                else if (chance < 30)
                    CTemp.Type = Globals.TYPE_CONSUMABLE_WATER;
                else if (chance < 40)
                    CTemp.Type = Globals.TYPE_CONSUMABLE_PHYSICAL;
                else if (chance < 50)
                    CTemp.Type = Globals.TYPE_CONSUMABLE_PHYSICAL + Globals.TYPE_CONSUMABLE_FIRE;
                else
                    CTemp.Type = Globals.TYPE_CONSUMABLE_POTION;
            }

            return CTemp;
        }