private static Equipment CreateRangedWeapon(Int32 p_modelLevel, ESubModel p_subModel, EEquipmentType[] p_specificationList, Int32 p_prefixLevel, Int32 p_suffixLevel) { IEnumerable <RangedWeaponStaticData> iterator = StaticDataHandler.GetIterator <RangedWeaponStaticData>(EDataType.RANGED_WEAPON_MODEL); EEquipmentType eequipmentType = DetermineType(RANGED_WEAPON_TYPES, p_specificationList); foreach (RangedWeaponStaticData rangedWeaponStaticData in iterator) { if (rangedWeaponStaticData.Type == eequipmentType && rangedWeaponStaticData.ModelLevel == p_modelLevel && rangedWeaponStaticData.SubModel == p_subModel) { Int32 p_suffixId = -1; Int32 p_prefixId = -1; if (p_prefixLevel > 0) { m_prefixProbabilities[EEquipmentType.RANGED_WEAPON].Multiplicators = m_currentEnchantmentMultiplicators; p_prefixId = m_prefixProbabilities[EEquipmentType.RANGED_WEAPON].GetRandomId(); } if (p_suffixLevel > 0) { m_suffixProbabilities[EEquipmentType.RANGED_WEAPON].Multiplicators = m_currentEnchantmentMultiplicators; p_suffixId = m_suffixProbabilities[EEquipmentType.RANGED_WEAPON].GetRandomId(); } RangedWeapon rangedWeapon = new RangedWeapon(); rangedWeapon.InitFromModel(rangedWeaponStaticData, p_prefixId, p_suffixId); rangedWeapon.PrefixLevel = p_prefixLevel; rangedWeapon.SuffixLevel = p_suffixLevel; return(rangedWeapon); } } return(null); }
private static Equipment CreateJewelry(Int32 p_modelLevel, ESubModel p_subModel, EEquipmentType[] p_specificationList, Int32 p_prefixLevel, Int32 p_suffixLevel) { IEnumerable <JewelryStaticData> iterator = StaticDataHandler.GetIterator <JewelryStaticData>(EDataType.JEWELRY_MODEL); EEquipmentType eequipmentType = DetermineType(JEWELRY_TYPES, p_specificationList); foreach (JewelryStaticData jewelryStaticData in iterator) { if (jewelryStaticData.Type == eequipmentType && jewelryStaticData.ModelLevel == p_modelLevel && jewelryStaticData.SubModel == p_subModel) { Int32 p_suffixId = -1; Int32 p_prefixId = -1; if (p_prefixLevel > 0) { m_prefixProbabilities[EEquipmentType.JEWELRY].Multiplicators = m_currentEnchantmentMultiplicators; p_prefixId = m_prefixProbabilities[EEquipmentType.JEWELRY].GetRandomId(); } if (p_suffixLevel > 0) { m_suffixProbabilities[EEquipmentType.JEWELRY].Multiplicators = m_currentEnchantmentMultiplicators; p_suffixId = m_suffixProbabilities[EEquipmentType.JEWELRY].GetRandomId(); } Jewelry jewelry = new Jewelry(); jewelry.InitFromModel(jewelryStaticData, p_prefixId, p_suffixId); jewelry.PrefixLevel = p_prefixLevel; jewelry.SuffixLevel = p_suffixLevel; return(jewelry); } } return(null); }
private static Equipment CreateMagicFocus(Int32 p_modelLevel, ESubModel p_subModel, EEquipmentType[] p_specificationList, Int32 p_prefixLevel, Int32 p_suffixLevel) { IEnumerable <MagicFocusStaticData> iterator = StaticDataHandler.GetIterator <MagicFocusStaticData>(EDataType.MAGIC_FOCUS_MODEL); EEquipmentType eequipmentType = DetermineType(MAGIC_FOCUS_TYPES, p_specificationList); foreach (MagicFocusStaticData magicFocusStaticData in iterator) { if (magicFocusStaticData.Type == eequipmentType && magicFocusStaticData.ModelLevel == p_modelLevel && magicFocusStaticData.SubModel == p_subModel) { Int32 p_suffixId = -1; Int32 p_prefixId = -1; if (p_prefixLevel > 0) { m_prefixProbabilities[EEquipmentType.MAGIC_FOCUS].Multiplicators = m_currentEnchantmentMultiplicators; p_prefixId = m_prefixProbabilities[EEquipmentType.MAGIC_FOCUS].GetRandomId(); } if (p_suffixLevel > 0) { m_suffixProbabilities[EEquipmentType.MAGIC_FOCUS].Multiplicators = m_currentEnchantmentMultiplicators; p_suffixId = m_suffixProbabilities[EEquipmentType.MAGIC_FOCUS].GetRandomId(); } MagicFocus magicFocus = new MagicFocus(); magicFocus.InitFromModel(magicFocusStaticData, p_prefixId, p_suffixId); magicFocus.PrefixLevel = p_prefixLevel; magicFocus.SuffixLevel = p_suffixLevel; return(magicFocus); } } return(null); }
private static Equipment CreateShield(Int32 p_modelLevel, ESubModel p_subModel, EEquipmentType[] p_specificationList, Int32 p_prefixLevel, Int32 p_suffixLevel) { IEnumerable <ShieldStaticData> iterator = StaticDataHandler.GetIterator <ShieldStaticData>(EDataType.SHIELD_MODEL); EEquipmentType eequipmentType = DetermineType(SHIELD_TYPES, p_specificationList); foreach (ShieldStaticData shieldStaticData in iterator) { if (shieldStaticData.Type == eequipmentType && shieldStaticData.ModelLevel == p_modelLevel && shieldStaticData.SubModel == p_subModel) { Int32 p_suffixId = -1; Int32 p_prefixId = -1; if (p_prefixLevel > 0) { m_prefixProbabilities[EEquipmentType.SHIELD].Multiplicators = m_currentEnchantmentMultiplicators; p_prefixId = m_prefixProbabilities[EEquipmentType.SHIELD].GetRandomId(); } if (p_suffixLevel > 0) { m_suffixProbabilities[EEquipmentType.SHIELD].Multiplicators = m_currentEnchantmentMultiplicators; p_suffixId = m_suffixProbabilities[EEquipmentType.SHIELD].GetRandomId(); } Shield shield = new Shield(); shield.InitFromModel(shieldStaticData, p_prefixId, p_suffixId); shield.PrefixLevel = p_prefixLevel; shield.SuffixLevel = p_suffixLevel; return(shield); } } return(null); }
public ArmorStaticData() { m_AC = 0; m_subtype = EEquipmentType.CLOTHING; m_breakChance = 0f; m_requiredSkillID = 0; m_requiredSkillTier = ETier.NONE; }
public PredefinedItem(int level, int seed, EEquipmentType equipmentType, EItemRarity rarity) { this.level = level; this.seed = seed; this.equipmentType = equipmentType; this.rarity = rarity; overrideBaseStats = false; }
public EquipmentStaticData() { m_type = EEquipmentType.HEADGEAR; m_modelLevel = 1; m_subModel = ESubModel.A; m_level = 0; m_requiredXP = 0; m_nextLevelItemID = 0; m_description = String.Empty; }
public PredefinedItem(int level, int seed, EEquipmentType equipmentType, EItemRarity rarity, ItemStats stats) { this.level = level; this.seed = seed; this.equipmentType = equipmentType; this.rarity = rarity; this.stats = stats; overrideBaseStats = true; }
public ItemTypes(ItemTypes types) { itemType = types.ItemType; equipmentType = types.EquipmentType; equipSlot = types.EquipSlot; weightClass = types.WeightClass; damageType = types.DamageType; weaponRange = types.WeaponRange; itemRarity = types.Rarity; prefixItemModifyer = types.PrefixModifyer; suffixItemModifyer = types.SuffixModifyer; }
public EnchantmentProbabilityList(IEnumerable <SuffixStaticData> p_suffixes, EEquipmentType p_type, EEquipmentType p_subtype) { m_probabilities = new List <Enchantment>(); foreach (SuffixStaticData suffixStaticData in p_suffixes) { Single suffixProbability = GetSuffixProbability(suffixStaticData, p_type, p_subtype); if (suffixProbability > 0f) { Enchantment item = new Enchantment(suffixStaticData.StaticID, suffixProbability, suffixStaticData.MagicSchool); m_probabilities.Add(item); } } }
public EnchantmentProbabilityList(IEnumerable <PrefixStaticData> p_prefixes, EEquipmentType p_type, EEquipmentType p_subtype) { m_probabilities = new List <Enchantment>(); foreach (PrefixStaticData prefixStaticData in p_prefixes) { Single prefixProbability = GetPrefixProbability(prefixStaticData, p_type, p_subtype); if (prefixProbability > 0f) { Enchantment item = new Enchantment(prefixStaticData.StaticID, prefixProbability, prefixStaticData.School); m_probabilities.Add(item); } } }
public PredefinedItem(int level, int seed, EEquipmentType equipmentType, EItemRarity rarity, EItemModifyer prefixModifyer, EItemModifyer suffixModifyer, int prefixIndex, int suffixIndex) { this.level = level; this.seed = seed; this.equipmentType = equipmentType; this.rarity = rarity; this.prefixModifyer = prefixModifyer; this.suffixModifyer = suffixModifyer; this.prefixIndex = prefixIndex; this.suffixIndex = suffixIndex; overrideBaseStats = false; }
public ItemTypes(EItemType itemType, EEquipmentType equipmentType, EItemEquipSlot equipSlot, EItemWeightClass weightClass, EWeaponDamageType damageType, EWeaponRange weaponRange, EItemRarity itemRarity, EItemModifyer prefixItemModifyer = EItemModifyer.NONE, EItemModifyer suffixItemModifyer = EItemModifyer.NONE) { this.itemType = itemType; this.equipmentType = equipmentType; this.equipSlot = equipSlot; this.weightClass = weightClass; this.damageType = damageType; this.weaponRange = weaponRange; this.itemRarity = itemRarity; this.prefixItemModifyer = prefixItemModifyer; this.suffixItemModifyer = suffixItemModifyer; }
void Awake() { item = ItemGenerator.GenerateRandomItem(); displayName = item.Name; desc = item.FlavorText; strength = (int)item.Stats.Strength; intellect = (int)item.Stats.Intelect; dexterity = (int)item.Stats.Dexterity; gold = (int)item.Stats.GoldValue; scrap = (int)item.Stats.ScrapValue; itemType = item.Types.EquipmentType; health = (int)item.Stats.Health; id = item.ID; }
private static Equipment CreateMeleeWeapon(Int32 p_modelLevel, ESubModel p_subModel, EEquipmentType[] p_specificationList, Int32 p_prefixLevel, Int32 p_suffixLevel) { IEnumerable <MeleeWeaponStaticData> iterator = StaticDataHandler.GetIterator <MeleeWeaponStaticData>(EDataType.MELEE_WEAPON_MODEL); EEquipmentType eequipmentType = DetermineType(MELEE_WEAPON_TYPES, p_specificationList); EEquipmentType eequipmentType2; if (eequipmentType == EEquipmentType.DAGGER) { eequipmentType2 = EEquipmentType.ONEHANDED; } else if (eequipmentType == EEquipmentType.SPEAR) { eequipmentType2 = EEquipmentType.TWOHANDED; } else { eequipmentType2 = DetermineType(MELEE_WEAPON_SUBTYPES, p_specificationList); } foreach (MeleeWeaponStaticData meleeWeaponStaticData in iterator) { if (meleeWeaponStaticData.Type == eequipmentType && meleeWeaponStaticData.Subtype == eequipmentType2 && meleeWeaponStaticData.ModelLevel == p_modelLevel && meleeWeaponStaticData.SubModel == p_subModel) { Int32 p_suffixId = -1; Int32 p_prefixId = -1; if (p_prefixLevel > 0) { m_prefixProbabilities[EEquipmentType.MELEE_WEAPON].Multiplicators = m_currentEnchantmentMultiplicators; p_prefixId = m_prefixProbabilities[EEquipmentType.MELEE_WEAPON].GetRandomId(); } if (p_suffixLevel > 0) { m_suffixProbabilities[EEquipmentType.MELEE_WEAPON].Multiplicators = m_currentEnchantmentMultiplicators; p_suffixId = m_suffixProbabilities[EEquipmentType.MELEE_WEAPON].GetRandomId(); } MeleeWeapon meleeWeapon = new MeleeWeapon(); meleeWeapon.InitFromModel(meleeWeaponStaticData, p_prefixId, p_suffixId); meleeWeapon.PrefixLevel = p_prefixLevel; meleeWeapon.SuffixLevel = p_suffixLevel; return(meleeWeapon); } } return(null); }
private static Equipment CreateRandomEquipmentInternal(ModelProbability[] p_modelLevels, Single p_prefixChance, Single p_suffixChance, EnchantmentProbability[] p_prefixProbabilities, EnchantmentProbability[] p_suffixProbabilities, EEquipmentType[] p_specificationList) { Boolean flag = Random.Value < p_prefixChance; Boolean flag2 = Random.Value < p_suffixChance; Int32 p_suffixLevel = -1; Int32 p_prefixLevel = -1; ModelProbability modelProbability = DetermineModelLevel(p_modelLevels); if (flag) { p_prefixLevel = DetermineEnchantmentLevel(p_prefixProbabilities); } if (flag2) { p_suffixLevel = DetermineEnchantmentLevel(p_suffixProbabilities); } EEquipmentType eequipmentType = DetermineType(EQUIPMENT_CLASSES, p_specificationList); switch (eequipmentType) { case EEquipmentType.ARMOR: return(CreateArmor(modelProbability.ModelLevel, modelProbability.SubModel, p_specificationList, p_prefixLevel, p_suffixLevel)); case EEquipmentType.JEWELRY: return(CreateJewelry(modelProbability.ModelLevel, modelProbability.SubModel, p_specificationList, p_prefixLevel, p_suffixLevel)); case EEquipmentType.SHIELD: return(CreateShield(modelProbability.ModelLevel, modelProbability.SubModel, p_specificationList, p_prefixLevel, p_suffixLevel)); case EEquipmentType.MELEE_WEAPON: return(CreateMeleeWeapon(modelProbability.ModelLevel, modelProbability.SubModel, p_specificationList, p_prefixLevel, p_suffixLevel)); case EEquipmentType.MAGIC_FOCUS: return(CreateMagicFocus(modelProbability.ModelLevel, modelProbability.SubModel, p_specificationList, p_prefixLevel, p_suffixLevel)); case EEquipmentType.RANGED_WEAPON: return(CreateRangedWeapon(modelProbability.ModelLevel, modelProbability.SubModel, p_specificationList, p_prefixLevel, p_suffixLevel)); default: return(null); } }
private static Equipment CreateArmor(Int32 p_modelLevel, ESubModel p_subModel, EEquipmentType[] p_specificationList, Int32 p_prefixLevel, Int32 p_suffixLevel) { IEnumerable <ArmorStaticData> iterator = StaticDataHandler.GetIterator <ArmorStaticData>(EDataType.ARMOR_MODEL); EEquipmentType eequipmentType = DetermineType(ARMOR_TYPES, p_specificationList); EEquipmentType eequipmentType2; if (eequipmentType == EEquipmentType.GARMENT) { eequipmentType2 = DetermineType(GARMENT_SUBTYPES, p_specificationList); } else { eequipmentType2 = DetermineType(ARMOR_SUBTYPES, p_specificationList); } foreach (ArmorStaticData armorStaticData in iterator) { if (armorStaticData.Type == eequipmentType && armorStaticData.Subtype == eequipmentType2 && armorStaticData.ModelLevel == p_modelLevel && armorStaticData.SubModel == p_subModel) { Int32 p_suffixId = -1; Int32 p_prefixId = -1; if (p_prefixLevel > 0) { m_prefixProbabilities[eequipmentType2].Multiplicators = m_currentEnchantmentMultiplicators; p_prefixId = m_prefixProbabilities[eequipmentType2].GetRandomId(); } if (p_suffixLevel > 0) { m_suffixProbabilities[eequipmentType2].Multiplicators = m_currentEnchantmentMultiplicators; p_suffixId = m_suffixProbabilities[eequipmentType2].GetRandomId(); } Armor armor = new Armor(); armor.InitFromModel(armorStaticData, p_prefixId, p_suffixId); armor.PrefixLevel = p_prefixLevel; armor.SuffixLevel = p_suffixLevel; return(armor); } } return(null); }
private static Item LookUpItem(EEquipmentType itemToLookUp) { return(new Item(itemLookUp.ItemLookUpTable[itemToLookUp])); }
public MEquipment(EEquipmentType t) { this.Type = t; }
public void SetEquipmentType(EEquipmentType equipmentType) { this.equipmentType = equipmentType; }