public void SetColor(Item.ItemQualityModifiers quality) { if (quality == Item.ItemQualityModifiers.Poor) { UIColor(0); } else if (quality == Item.ItemQualityModifiers.Basic) { UIColor(2); } else if (quality == Item.ItemQualityModifiers.Fine) { UIColor(4); } else if (quality == Item.ItemQualityModifiers.Great) { UIColor(6); } else if (quality == Item.ItemQualityModifiers.Masterful) { UIColor(8); } else if (quality == Item.ItemQualityModifiers.Epic) { UIColor(10); } else if (quality == Item.ItemQualityModifiers.Legendary) { UIColor(12); } else if (quality == Item.ItemQualityModifiers.Godlike) { UIColor(14); } }
public void FixedUpdate() { // i // if the item is not null if (item != null) { if (img.sprite == null) { img.sprite = item.icon; } // if the itemname is null if (itemName == null) { itemName = item.itemName; } // if the grade does not equal the items grade if (grade != item.itemQuality) { grade = item.itemQuality; } } }
public Armor_Inspector GetIcon(int _id, Item.ItemQualityModifiers quality) { // Light #region Light Armor 301 - 312 if (_id == 301) { return(lightArmor[0]); } else if (_id == 302) { return(lightArmor[1]); } else if (_id == 303) { return(lightArmor[2]); } else if (_id == 304) { return(lightArmor[3]); } else if (_id == 305) { return(lightArmor[4]); } else if (_id == 306) { return(lightArmor[5]); } else if (_id == 307) { return(lightArmor[6]); } else if (_id == 308) { return(lightArmor[7]); } else if (_id == 309) { return(lightArmor[8]); } else if (_id == 310) { return(lightArmor[9]); } else if (_id == 311) { return(lightArmor[10]); } else if (_id == 312) { return(lightArmor[11]); } #endregion #region Medium Armor 313 - 324 if (_id == 313) { return(mediumArmor[0]); } else if (_id == 314) { return(mediumArmor[1]); } else if (_id == 315) { return(mediumArmor[2]); } else if (_id == 316) { return(mediumArmor[3]); } else if (_id == 317) { return(mediumArmor[4]); } else if (_id == 318) { return(mediumArmor[5]); } else if (_id == 319) { return(mediumArmor[6]); } else if (_id == 320) { return(mediumArmor[7]); } else if (_id == 321) { return(mediumArmor[8]); } else if (_id == 322) { return(mediumArmor[9]); } else if (_id == 323) { return(mediumArmor[10]); } else if (_id == 324) { return(mediumArmor[11]); } #endregion #region Heavy Armor 325 - 348 if (_id == 325) { return(heavyArmor[0]); } else if (_id == 326) { return(heavyArmor[1]); } else if (_id == 327) { return(heavyArmor[2]); } else if (_id == 328) { return(heavyArmor[3]); } else if (_id == 329) { return(heavyArmor[4]); } else if (_id == 330) { return(heavyArmor[5]); } else if (_id == 331) { return(heavyArmor[6]); } else if (_id == 332) { return(heavyArmor[7]); } else if (_id == 333) { return(heavyArmor[8]); } else if (_id == 334) { return(heavyArmor[9]); } else if (_id == 335) { return(heavyArmor[10]); } else if (_id == 336) { return(heavyArmor[11]); } else if (_id == 337) { return(heavyArmor[12]); } else if (_id == 338) { return(heavyArmor[13]); } else if (_id == 339) { return(heavyArmor[14]); } else if (_id == 340) { return(heavyArmor[15]); } else if (_id == 341) { return(heavyArmor[16]); } else if (_id == 342) { return(heavyArmor[17]); } else if (_id == 343) { return(heavyArmor[18]); } else if (_id == 344) { return(heavyArmor[19]); } else if (_id == 345) { return(heavyArmor[20]); } else if (_id == 346) { return(heavyArmor[21]); } else if (_id == 347) { return(heavyArmor[22]); } else if (_id == 348) { return(heavyArmor[23]); } #endregion #region Shield Armor 349 - 380 if (_id == 349) { return(shields[0]); } else if (_id == 350) { return(shields[1]); } else if (_id == 351) { return(shields[2]); } else if (_id == 352) { return(shields[3]); } else if (_id == 353) { return(shields[4]); } else if (_id == 354) { return(shields[5]); } else if (_id == 355) { return(shields[6]); } else if (_id == 356) { return(shields[7]); } else if (_id == 357) { return(shields[8]); } else if (_id == 358) { return(shields[9]); } else if (_id == 359) { return(shields[10]); } else if (_id == 360) { return(shields[11]); } else if (_id == 361) { return(shields[12]); } else if (_id == 362) { return(shields[13]); } else if (_id == 363) { return(shields[14]); } else if (_id == 364) { return(shields[15]); } else if (_id == 365) { return(shields[16]); } else if (_id == 366) { return(shields[17]); } else if (_id == 367) { return(shields[18]); } else if (_id == 368) { return(shields[19]); } else if (_id == 369) { return(shields[20]); } else if (_id == 370) { return(shields[21]); } else if (_id == 371) { return(shields[22]); } else if (_id == 372) { return(shields[23]); } else if (_id == 373) { return(shields[24]); } else if (_id == 374) { return(shields[25]); } else if (_id == 375) { return(shields[26]); } else if (_id == 376) { return(shields[27]); } else if (_id == 377) { return(shields[28]); } else if (_id == 378) { return(shields[29]); } else if (_id == 379) { return(shields[30]); } else if (_id == 380) { return(shields[31]); } #endregion #region Glove Armor 381 - 394 if (_id == 381) { return(gloves[0]); } else if (_id == 382) { return(gloves[1]); } else if (_id == 383) { return(gloves[2]); } else if (_id == 384) { return(gloves[3]); } else if (_id == 385) { return(gloves[4]); } else if (_id == 386) { return(gloves[5]); } else if (_id == 387) { return(gloves[6]); } else if (_id == 388) { return(gloves[7]); } else if (_id == 389) { return(gloves[8]); } else if (_id == 390) { return(gloves[9]); } else if (_id == 391) { return(gloves[10]); } else if (_id == 392) { return(gloves[11]); } else if (_id == 393) { return(gloves[12]); } else if (_id == 394) { return(gloves[13]); } #endregion else { return(null); } }
// Returns A Primary Enchant public static Primary_Stats_Enchants GetPrimaryEnchant(Enchant e, int c = -1, Item.ItemQualityModifiers quality = Item.ItemQualityModifiers.Basic) { float qMod = 1f; if ((int)quality > 1) { qMod = ((int)quality / 1.75f) + 1f; } int i = 0; if (c == -1) { i = Random.Range(0, 7); } else { i = c; } int j = Random.Range(1, 4); if (i == 0) { e.SetEnchantName("Strength"); if (j == 1) { e.SetEnchantDesc("You feel stronger when this is equipped."); } else if (j == 2) { e.SetEnchantDesc("Your criticals will do more damage."); } else if (j == 3) { e.SetEnchantDesc("Your physical attacks will do more damage."); } e.strength = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.power = e.strength; e.SetBonusStatText(e.strength.ToString() + " Strength"); e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Strength); } else if (i == 1) { e.SetEnchantName("Dexterity"); if (j == 1) { e.SetEnchantDesc("Enchanted with dexterity."); } else if (j == 2) { e.SetEnchantDesc("Your criticals will be more likely."); } else if (j == 3) { e.SetEnchantDesc("Your criticals will do more damage."); } e.dexterity = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.SetBonusStatText(e.dexterity.ToString() + " Dexterity"); e.power = e.dexterity; e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Dexterity); } else if (i == 2) { e.SetEnchantName("Intellect"); if (j == 1) { e.SetEnchantDesc("Your magical attacks will do more damage."); } else if (j == 2) { e.SetEnchantDesc("You will resist magical damage more."); } else if (j == 3) { e.SetEnchantDesc("Enchanted with intellegence."); } e.intellect = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.SetBonusStatText(e.intellect.ToString() + " Intellect"); e.power = e.intellect; e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Intellect); } else if (i == 3) { e.SetEnchantName("Endurance"); if (j == 1) { e.SetEnchantDesc("You will be able to do more things than usual."); } else if (j == 2) { e.SetEnchantDesc("You can handle physical attacks more."); } else if (j == 3) { e.SetEnchantDesc("Enchanted with endurance."); } e.endurance = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.power = e.endurance; e.SetBonusStatText(e.endurance.ToString() + " Endurance"); e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Endurance); } else if (i == 4) { e.SetEnchantName("Vitality"); if (j == 1) { e.SetEnchantDesc("You will have more life force."); } else if (j == 2) { e.SetEnchantDesc("You will regenerate health faster."); } else if (j == 3) { e.SetEnchantDesc("Enchanted with vitality."); } e.vitality = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.power = e.vitality; e.SetBonusStatText(e.vitality.ToString() + " Vitality"); e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Vitality); } else if (i == 5) { e.SetEnchantName("Agility"); if (j == 1) { e.SetEnchantDesc("You will move faster."); } else if (j == 2) { e.SetEnchantDesc("You will have the chance to evade attacks."); } else if (j == 3) { e.SetEnchantDesc("Enchanted with agility."); } e.agility = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.power = e.agility; e.SetBonusStatText(e.agility.ToString() + " Agility"); e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Agility); } else if (i == 6) { e.SetEnchantName("Luck"); if (j == 1) { e.SetEnchantDesc("You will have more fortune."); } else if (j == 2) { e.SetEnchantDesc("You will have better chances at getting rare items."); } else if (j == 3) { e.SetEnchantDesc("Enchanted with Luck."); } e.luck = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.power = e.luck; e.SetBonusStatText(e.luck.ToString() + " Luck"); e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Luck); } else { e.SetEnchantName("Luck"); if (j == 1) { e.SetEnchantDesc("You will have more fortune."); } else if (j == 2) { e.SetEnchantDesc("You will have better chances at getting rare items."); } else if (j == 3) { e.SetEnchantDesc("Enchanted with Luck."); } e.luck = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1)))); e.power = e.luck; e.SetBonusStatText(e.luck.ToString() + " Luck"); e.enchantValue = 1.75f; return(Primary_Stats_Enchants.Luck); } }
public Sprite GetIcon(int _id, Item.ItemQualityModifiers quality) { #region O_Swords 101 - 109 if (_id == 101) { return(o_Swords[0]); } else if (_id == 102) { return(o_Swords[1]); } else if (_id == 103) { return(o_Swords[2]); } else if (_id == 104) { return(o_Swords[3]); } else if (_id == 105) { return(o_Swords[4]); } else if (_id == 106) { return(o_Swords[5]); } else if (_id == 107) { return(o_Swords[6]); } else if (_id == 108) { return(o_Swords[7]); } else if (_id == 109) { return(o_Swords[8]); } #endregion #region T_Swords 110 - 118 if (_id == 110) { return(t_Swords[0]); } else if (_id == 111) { return(t_Swords[1]); } else if (_id == 112) { return(t_Swords[2]); } else if (_id == 113) { return(t_Swords[3]); } else if (_id == 114) { return(t_Swords[4]); } else if (_id == 115) { return(t_Swords[5]); } else if (_id == 116) { return(t_Swords[6]); } else if (_id == 117) { return(t_Swords[7]); } else if (_id == 118) { return(t_Swords[8]); } #endregion #region Daggers 119 - 127 if (_id == 119) { return(dagger[0]); } else if (_id == 120) { return(dagger[1]); } else if (_id == 121) { return(dagger[2]); } else if (_id == 122) { return(dagger[3]); } else if (_id == 123) { return(dagger[4]); } else if (_id == 124) { return(dagger[5]); } else if (_id == 125) { return(dagger[6]); } else if (_id == 126) { return(dagger[7]); } else if (_id == 127) { return(dagger[8]); } #endregion #region O_Mace 128 - 136 if (_id == 128) { return(o_Mace[0]); } else if (_id == 129) { return(o_Mace[1]); } else if (_id == 130) { return(o_Mace[2]); } else if (_id == 131) { return(o_Mace[3]); } else if (_id == 132) { return(o_Mace[4]); } else if (_id == 133) { return(o_Mace[5]); } else if (_id == 134) { return(o_Mace[6]); } else if (_id == 135) { return(o_Mace[7]); } else if (_id == 136) { return(o_Mace[8]); } #endregion #region T_Mace 137 - 144 if (_id == 137) { return(t_Mace[0]); } else if (_id == 138) { return(t_Mace[1]); } else if (_id == 139) { return(t_Mace[2]); } else if (_id == 140) { return(t_Mace[3]); } else if (_id == 141) { return(t_Mace[4]); } else if (_id == 142) { return(t_Mace[5]); } else if (_id == 143) { return(t_Mace[6]); } else if (_id == 144) { return(t_Mace[7]); } #endregion #region Axe 145 - 152 if (_id == 145) { return(axe[0]); } else if (_id == 146) { return(axe[1]); } else if (_id == 147) { return(axe[2]); } else if (_id == 148) { return(axe[3]); } else if (_id == 149) { return(axe[4]); } else if (_id == 150) { return(axe[5]); } else if (_id == 151) { return(axe[6]); } else if (_id == 152) { return(axe[7]); } #endregion #region Spear 153 - 158 if (_id == 153) { return(spear[0]); } else if (_id == 154) { return(spear[1]); } else if (_id == 155) { return(spear[2]); } else if (_id == 156) { return(spear[3]); } else if (_id == 157) { return(spear[4]); } else if (_id == 158) { return(spear[5]); } #endregion #region Staff 159 - 166 if (_id == 159) { return(staff[0]); } else if (_id == 160) { return(staff[1]); } else if (_id == 161) { return(staff[2]); } else if (_id == 162) { return(staff[3]); } else if (_id == 163) { return(staff[4]); } else if (_id == 164) { return(staff[5]); } else if (_id == 165) { return(staff[5]); } else if (_id == 166) { return(staff[5]); } #endregion #region Fist 167 - 170 if (_id == 167) { return(fist[0]); } else if (_id == 168) { return(fist[1]); } else if (_id == 169) { return(fist[2]); } else if (_id == 170) { return(fist[3]); } #endregion #region Bow 171 if (_id == 171) { return(Bow[0]); } #endregion else { return(null); } }