RandomArmorOrShield() public static méthode

public static RandomArmorOrShield ( ) : BaseArmor
Résultat Server.Items.BaseArmor
        private BaseArmor CreateArmor(int level)
        {
            BaseArmor armor = Loot.RandomArmorOrShield();

            armor.ProtectionLevel = (ArmorProtectionLevel)level;
            armor.Durability      = (ArmorDurabilityLevel)BaseCreature.RandomMinMaxScaled(0, 5);

            return(armor);
        }
        public override void OnDeath(Container c)
        {
            base.OnDeath(c);

            int magicItems = 8;

            c.DropItem(new Arrow(100));
            c.DropItem(new Bolt(100));
            c.DropItem(new Bandage(100));

            for (int a = 0; a < magicItems; a++)
            {
                switch (Utility.RandomMinMax(1, 2))
                {
                case 1:
                    BaseWeapon weapon = Loot.RandomWeapon();

                    weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.RandomMinMax(1, 4);
                    weapon.DamageLevel     = (WeaponDamageLevel)Utility.RandomMinMax(1, 4);
                    weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.RandomMinMax(1, 4);

                    weapon.Identified = true;

                    c.DropItem(weapon);
                    break;

                case 2:
                    BaseArmor armor = Loot.RandomArmorOrShield();

                    armor.ProtectionLevel = (ArmorProtectionLevel)Utility.RandomMinMax(1, 4);
                    armor.DurabilityLevel = (ArmorDurabilityLevel)Utility.RandomMinMax(1, 4);

                    armor.Identified = true;

                    c.DropItem(armor);
                    break;
                }
            }
        }