protected override void GenerateTheDetails() { DamageReductionAmount = random.Next(1, 3) * ItemLevel; PriceBuy = ((ItemLevel * DamageReductionAmount) + (ItemLevel * StatsModAmount)) * 100; PriceSell = (PriceBuy * random.Next(2, 6)) / 10; AttackSpeed = 0; ChanceToHit = 0; DamageOnHit = 0; DamagePerSecond = 0; ItemSlug = "armor-" + (ItemGroup.ToLower()) + "-" + ItemLevel.ToString() + "-" + (_baseName.ToLower()); //Debug.Log("Armor! Name:"+Name+ "/ Class:" + ItemClass + "/ Level:" +ItemLevel+"/ ItemGroup: "+ItemGroup+"/ ItemQuality:"+ItemQuality+"/ PriceBuy:"+PriceBuy+"/ PriceSell:"+PriceSell+"/ Damage Reduction: "+ DamageReductionAmount+"/ StatsModAmount: "+ StatsModAmount + "/ slug: " + ItemSlug +".png"); }
protected override void GenerateTheDetails() { AttackSpeed = (float)random.Next(5, 26) / 10; ChanceToHit = (0.9f + (float)ItemLevel) * .05f; DamageOnHit = random.Next(5, 11) * ItemLevel; /// <summary> /// DPS = Math.Ceiling((((minDamageOnHit+MaxDamageOnHit)/2)*(AttackSpeed + ChanceToHit))); /// </summary> DamagePerSecond = (int)Math.Ceiling((((1 + DamageOnHit) / 2) * (AttackSpeed + ChanceToHit))); PriceBuy = ((ItemLevel * DamagePerSecond) + (ItemLevel * StatsModAmount)) * 100; PriceSell = (PriceBuy * random.Next(2, 6)) / 10; DamageReductionAmount = 0; //Debug.Log("_baseName = " + _baseName); ItemSlug = "weapon-" + (ItemGroup.ToLower()) + "-" + ItemLevel.ToString() + "-" + (_baseName.ToLower()); // Debug.Log("Weapon! Name:" + Name +"/ Class:"+ItemClass+ "/ Level:" + ItemLevel + "/ ItemGroup: " + ItemGroup + "/ ItemQuality:" + ItemQuality + "/ PriceBuy:" + PriceBuy + "/ PriceSell:" + PriceSell+"/ DamageOnHit: " + DamageOnHit +"/ AttackSpeed: "+AttackSpeed+"/ ChanceToHit: "+ChanceToHit+"/ DPS: "+DamagePerSecond+"/ StatsModAmount: "+ StatsModAmount+"/ slug: "+ItemSlug +".png"); }
public bool GetIsTrinket() { return(ItemGroup.ToLower() == "relicbase"); }
public bool IsTrinket() { return(ItemGroup.ToLower().Equals("relicbase")); }