Example #1
0
    public static Weapon.Sword GenerateSword(Type.Tier _tier)
    {
        int damage = 0;

        switch (_tier)
        {
        case Type.Tier.common:
            damage = Random.Range(DAMAGE.COMMON_MIN, DAMAGE.COMMON_MAX);
            break;

        case Type.Tier.uncommon:
            damage = Random.Range(DAMAGE.UNCOMMON_MIN, DAMAGE.UNCOMMON_MAX);
            break;

        case Type.Tier.rare:
            damage = Random.Range(DAMAGE.RARE_MIN, DAMAGE.RARE_MAX);
            break;

        case Type.Tier.ultraRare:
            damage = Random.Range(DAMAGE.ULTRARARE_MIN, DAMAGE.ULTRARARE_MAX);
            break;

        case Type.Tier.epic:
            damage = Random.Range(DAMAGE.EPIC_MIN, DAMAGE.EPIC_MAX);
            break;
        }
        float weight = Random.Range(0f, 20f);

        return(GenerateSword(_tier, damage, weight));
    }
Example #2
0
 public Axe(Type.Tier _tier, int _damage, Ability[] activeAbilities, Ability[] passiveAbilities, float _weight, int _value) : base(_weight, _value)
 {
     weaponType      = Type.WeaponType.axe;
     itemType        = Type.ItemType.weapon;
     tier            = _tier;
     damage          = _damage;
     weight          = _weight;
     abilityActive1  = activeAbilities[0];
     abilityActive2  = activeAbilities[1];
     abilityActive3  = activeAbilities[2];
     abilityActive4  = activeAbilities[3];
     abilityPassive1 = passiveAbilities[0];
     abilityPassive2 = passiveAbilities[1];
 }
Example #3
0
    public static Weapon.Sword GenerateSword(Type.Tier _tier, int _damage, float _weight)
    {
        Ability[] abilitiesActive  = new Ability[4];
        Ability[] abilitiesPassive = new Ability[2];
        string    sqlStr           = "select * from SYS_ABILITY where TYPE = "
                                     + ((int)Type.WeaponType.sword)
                                     + " and ACTIVE_PASSIVE = "
                                     + ((int)Type.ActivePassive.active)
                                     + " and TIER <= "
                                     + ((int)_tier);
        DataTable res = DB.Select(sqlStr);

        for (int i = 0; i < abilitiesActive.Length; i++)
        {
        }

        for (int i = 0; i < abilitiesPassive.Length; i++)
        {
        }

        return(new Weapon.Sword(_tier, _damage, abilitiesActive, abilitiesPassive, _weight, 10));
    }
Example #4
0
    //--------------------------------SWORD-------------------------------//
    public static Weapon.Sword GenerateRandomSword()
    {
        Type.Tier tier = (Type.Tier)Random.Range(0, 4);

        return(GenerateSword(tier));
    }