/// <summary> /// Generates an ItemBonus with random values. /// </summary> /// <returns>An ItemBonus with values within the template's ranges.</returns> public ItemBonus Generate() { float Flat = RNG.Next(this.FlatMin, this.FlatMax); float Multi = RNG.Next(this.MultiMin, this.MultiMax) / 100.0f; ItemBonus b = new ItemBonus() { FlatValue = Flat, Multiplier = Multi, Effecttext = this.Effectstring, LineColour = GUI.Renderer.ColourBlue, Type = this.Type }; return(b); }
/// <summary> /// Creates an ItemEquip based on the template. /// </summary> /// <returns>The created ItemEquip.</returns> public Items.ItemEquip CreateResult() { Items.ItemEquip result = new Items.ItemEquip { Name = Name, NameColour = Item.GradeToColour(this.Grade) }; result.StatValues = this.MainStats; foreach (Items.ItemBonus add in this.Adds) { Items.ItemBonus bonus = (Items.ItemBonus)add.Clone(); result.Bonuses.Add(bonus); } result.SubType = Type; result.Variant = Variant; return(result); }