Example #1
0
        public void GetAmulet(string nameOne, string nameTwo, string nameThree, int minStat, int maxStat, int minRequired, int maxRequired)
        {
            rand = new Random();

            Amulet aAmulet;

            List <string> AmuletNames = new List <string>();

            AmuletNames.Add(nameOne + " Amulet");
            AmuletNames.Add(nameTwo + " Amulet");
            AmuletNames.Add(nameThree + " Amulet");


            temp = GameState.NumberGenerator.Next(1, 4);

            switch (temp)
            {
            case 1:
                itemName = AmuletNames.ElementAt(0);
                break;

            case 2:
                itemName = AmuletNames.ElementAt(1);
                break;

            case 3:
                itemName = AmuletNames.ElementAt(2);
                break;

            default:
                Console.WriteLine("\nUh Oh, something went wrong.\n");
                break;
            }

            itemType = "Amulet";

            armor         = GameState.NumberGenerator.Next(minStat, maxStat);
            strength      = GameState.NumberGenerator.Next(0, maxStat);
            agility       = GameState.NumberGenerator.Next(0, maxStat);
            intelligence  = GameState.NumberGenerator.Next(0, maxStat);
            health        = GameState.NumberGenerator.Next(0, maxStat);
            requiredLevel = GameState.NumberGenerator.Next(minRequired, maxRequired);
            goldFind      = 0;
            magicFind     = 0;
            critChance    = 0;
            critDamage    = 0;
            worth         = GameState.NumberGenerator.Next(minStat, maxStat);

            aAmulet = new Amulet(itemName, itemType, armor, strength, agility, intelligence, health, goldFind, magicFind, requiredLevel, critChance, critDamage, worth);
            Console.WriteLine("You loot {0}", itemName);
            if (GameState.Hero.Inventory.Count < GameState.Hero.inventoryCap)
            {
                GameState.Hero.Inventory.Add(aAmulet);
            }
            else
            {
                Console.WriteLine("Unfortunately you don't have enough space to store {0} and it will lay forever abandoned and forgotten", itemName);
            }
        }
Example #2
0
        public Item GetAmulet(string nameOne, string nameTwo, string nameThree, int minStat, int maxStat, int minRequired, int maxRequired)
        {
            Item returnData = new Item();

            rand = new Random();

            Amulet aAmulet;

            List <string> AmuletNames = new List <string>();

            AmuletNames.Add(nameOne + " Amulet");
            AmuletNames.Add(nameTwo + " Amulet");
            AmuletNames.Add(nameThree + " Amulet");


            temp = GameState.NumberGenerator.Next(1, 4);

            switch (temp)
            {
            case 1:
                itemName = AmuletNames.ElementAt(0);
                break;

            case 2:
                itemName = AmuletNames.ElementAt(1);
                break;

            case 3:
                itemName = AmuletNames.ElementAt(2);
                break;

            default:
                Console.WriteLine("\nUh Oh, something went wrong.\n");
                break;
            }

            itemType = "Amulet";

            armor         = GameState.NumberGenerator.Next(minStat, maxStat);
            strength      = GameState.NumberGenerator.Next(0, maxStat);
            agility       = GameState.NumberGenerator.Next(0, maxStat);
            intelligence  = GameState.NumberGenerator.Next(0, maxStat);
            health        = GameState.NumberGenerator.Next(0, maxStat);
            requiredLevel = GameState.NumberGenerator.Next(minRequired, maxRequired);
            goldFind      = 0;
            magicFind     = 0;
            critChance    = 0;
            critDamage    = 0;
            worth         = GameState.NumberGenerator.Next(minStat, maxStat);

            aAmulet    = new Amulet(itemName, itemType, armor, strength, agility, intelligence, health, goldFind, magicFind, requiredLevel, critChance, critDamage, worth);
            returnData = aAmulet;
            return(returnData);
        }