private ArmorAdjectiveEnum RandomArmorAdjectiveEnum() { Randomizers rand5 = new Randomizers(); int rand = rand5.Random5(); switch (rand) { case 1: return(ArmorAdjectiveEnum.Holy); case 2: return(ArmorAdjectiveEnum.Sacred); case 3: return(ArmorAdjectiveEnum.Strong); case 4: return(ArmorAdjectiveEnum.Tough); case 5: return(ArmorAdjectiveEnum.Immortal); default: throw new Exception("Error in Random Armor generator for Adjective"); } }
private WeaponNounEnum RandomWeaponNounEnum() { Randomizers rand5 = new Randomizers(); int rand = rand5.Random5(); switch (rand) { case 1: return(WeaponNounEnum.Steel); case 2: return(WeaponNounEnum.Bone); case 3: return(WeaponNounEnum.Hand); case 4: return(WeaponNounEnum.Soul); case 5: return(WeaponNounEnum.Wanderer); default: throw new Exception("Error in Random Weapon generator for Noun"); } }
private WeaponAdjectiveEnum RandomWeaponAdjectiveEnum() { Randomizers rand5 = new Randomizers(); int rand = rand5.Random5(); switch (rand) { case 1: return(WeaponAdjectiveEnum.Holy); case 2: return(WeaponAdjectiveEnum.Cursed); case 3: return(WeaponAdjectiveEnum.Evil); case 4: return(WeaponAdjectiveEnum.Fast); case 5: return(WeaponAdjectiveEnum.Greedy); default: throw new Exception("Error in Random Weapon generator for Adjective"); } }
private ArmorNounEnum RandomArmorNounEnum() { Randomizers rand5 = new Randomizers(); int rand = rand5.Random5(); switch (rand) { case 1: return(ArmorNounEnum.Steel); case 2: return(ArmorNounEnum.Bone); case 3: return(ArmorNounEnum.Turtle); case 4: return(ArmorNounEnum.Angel); case 5: return(ArmorNounEnum.Templar); default: throw new Exception("Error in Random Armor generator for Noun"); } }
public WeaponsItemChoose WeaponRandomMethod() { Randomizers randomizers = new Randomizers(); int gear = randomizers.Random5(); switch (gear) { case 1: return(WeaponsItemChoose.LongBow); case 2: return(WeaponsItemChoose.Bow); case 3: return(WeaponsItemChoose.ElvenBow); case 4: return(WeaponsItemChoose.Crossbow); case 5: return(WeaponsItemChoose.OneHSword); case 6: return(WeaponsItemChoose.MagicalStaff); default: throw new Exception("error - WeaponItemChoose"); } }
//////////////////////////To DO////////////////////// // Fix Showing Item properties (not null) // Fix properties /////////////////////////To DO/////////////////////// public Item ArmorRollForStat() { Randomizers statRandomizer = new Randomizers(); ArmorItem armor = new ArmorItem(); NameGenerator name = new NameGenerator(); GearItemChoose type; armor.Hp = statRandomizer.Random5(); armor.Kp = statRandomizer.Random5(); armor.ItemLvl = statRandomizer.RandomLvl(); armor.Type = GearRandomMethod(); type = armor.Type; armor.ArmorName = name.ArmorNameGenerator(type); armor.Dmg = 0; armor.CritChance = 0; return(armor); }
public GearItemChoose GearRandomMethod() { Randomizers randomizers = new Randomizers(); int gear = randomizers.Random10(); switch (gear) { case 1: return(GearItemChoose.Armor); case 2: return(GearItemChoose.Helmet); case 3: return(GearItemChoose.Legs); case 4: return(GearItemChoose.Gloves); case 5: return(GearItemChoose.Boots); case 6: return(GearItemChoose.Belt); case 7: return(GearItemChoose.Shield); case 8: return(GearItemChoose.Ring); case 9: return(GearItemChoose.Necklace); case 10: return(GearItemChoose.Earrings); default: throw new Exception("error - ArmorItemChoose"); } }
public Item ItemBuilder() { Randomizers randomizers = new Randomizers(); int rand2 = randomizers.Random2(); switch (rand2) { case 1: ArmorItemBuilder armorItemBuilder = new ArmorItemBuilder(); return(armorItemBuilder.ArmorRollForStat()); case 2: WeaponItemBuilder weaponItemBuilder = new WeaponItemBuilder(); return(weaponItemBuilder.WeaponRollForStat()); default: throw new InvalidOperationException("Unknown item type"); } }
public Item WeaponRollForStat() { Randomizers statRandomizer = new Randomizers(); WeaponItem weapon = new WeaponItem(); NameGenerator nameGenerator = new NameGenerator(); WeaponsItemChoose type; weapon.Dmg = statRandomizer.Random5(); weapon.CritChance = statRandomizer.Random5(); weapon.ItemLvl = statRandomizer.RandomLvl(); weapon.Type = WeaponRandomMethod(); type = weapon.Type; weapon.WeaponName = nameGenerator.WeaponNameGenerator(type); weapon.Hp = 0; weapon.Kp = 0; return(weapon); }