public AStuff <TModuleType> GenerateStuffAttribute(e_equipmentQuality quality, int levelRequiered, AStuff <TModuleType> stuff) { stuff.equipmentQuality = quality; stuff.levelRequiered = levelRequiered; stuff.importanceOAttributefValue *= 1.0f + (stuff.levelRequiered * 0.15f); //stuff.name = stuff.equipmentEmplacement.ToString(); stuff.Price *= (int)(1 + (stuff.levelRequiered * 0.25f)) * (((int)stuff.equipmentQuality) + 1); this.GenerateDefinedAttributes(stuff.fixedAttributes, stuff); this.GenerateRandomAttributes(stuff.randomAttributes, stuff); stuff.blueAttributes.Sort((EquipmentAttribute a, EquipmentAttribute b) => { return(a.WhichAttribute.ToString().CompareTo(b.WhichAttribute.ToString())); }); stuff.fixedAttributes = null; stuff.randomAttributes = null; return(stuff); }
public void InitializeMinMaxQuality(e_equipmentQuality min, e_equipmentQuality max) { this.minQuality = min; this.maxQuality = max; }
public void InitializeStuffGenerator(MinMaxf itemNumber, int minLevelRequiered, int maxLevelRequiered, e_equipmentQuality minQuality, e_equipmentQuality maxQuality) { this.stuffGenerator.LevelRequired.Initialize(minLevelRequiered, maxLevelRequiered); this.stuffGenerator.InitializeMinMaxQuality(minQuality, maxQuality); this.stuffGenerator.NumberOfItemGenerated.Initialize(itemNumber.min * this.lootAttribute.ItemQuantityPercent, itemNumber.max * this.lootAttribute.ItemQuantityPercent); this.stuffGenerator.ItemRarity = this.lootAttribute.ItemRarityPercent; }