public EnchantedGem(RUNESET set, string mainStat, RARITY rarity) : base("Enchanted Gem") { Set = set; MainStat = mainStat; Rarity = rarity; Type = REWARDTYPE.ENCHANTEDGEM; }
private Brush GetRarityColor(RARITY rarity) { Brush color; switch (rarity) { case RARITY.NORMAL: color = Brushes.Silver; break; case RARITY.MAGIC: color = Brushes.ForestGreen; break; case RARITY.RARE: color = Brushes.DeepSkyBlue; break; case RARITY.HERO: color = Brushes.MediumPurple; break; case RARITY.LEGENDARY: color = Brushes.Orange; break; default: color = Brushes.White; break; } return(color); }
public GrindStone(RUNESET set, string mainStat, RARITY rarity) : base("Grindstone") { Set = set; MainStat = mainStat; Rarity = rarity; Type = REWARDTYPE.GRINDSTONE; }
//This is the worst case scenario. If everything goes wrond this piece of gear would be called. public Gear() { level = 1; starLevel = 1; mySlot = SLOT.HEAD; rarity = RARITY.GRAY; modifiers = new SVP[6] { new SVP(StatBooster.HPFLAT,1),null,null,null,null,null }; }
private Rune(string grade, RUNESET set, string slot, RARITY rarity, string mainStat, string prefixStat, string subStat1, string subStat2, string subStat3, string subStat4) : base("Rune") { Grade = grade; Set = set; Slot = slot; Rarity = rarity; MainStat = mainStat; PrefixStat = prefixStat; SubStat1 = subStat1; SubStat2 = subStat2; SubStat3 = subStat3; SubStat4 = subStat4; }
public HeadPiece(int starLevel,RARITY rarity) { if (starLevel <= 6 && starLevel > 0) { int temp = (starLevel * 50) + 25; modifiers[0] = new SVP(StatBooster.HPFLAT,temp); } int rarityHolder = (int)rarity; while (rarityHolder > 0) { //add modifier slots needs to be rabdom rarityHolder--; } }
public static string GetRarityColor(RARITY rarity) { switch (rarity) { case RARITY.POOR: return("#757575"); case RARITY.COMMON: return("#FFFFFF"); case RARITY.UNCOMMON: return("#1ADA05"); case RARITY.RARE: return("#0168CD"); case RARITY.EPIC: return("#9E34E8"); case RARITY.LEGENDARY: return("#FC7F00"); case RARITY.HEIRLOOM: return("#DFC27B"); } return("#FFFFFF"); }
public void LoadPartData(PartData partData) { this.name = partData.name; this.flavourText = partData.flavorText; this.limbType = (LIMB_TYPE)(partData.partType); this.rarity = (RARITY)(partData.rarity); this.price = partData.price; this.LoadTexture(partData.fileName); switch (((LIMB_TYPE)(partData.partType))) { case LIMB_TYPE.LIMB_HEAD: break; case LIMB_TYPE.LIMB_TORSO: this.GetComponent <BaseTorso>().movespdMult = partData.moveSpeedMult; this.GetComponent <BaseTorso>().atkSpdMult = partData.attackSpeedMult; this.GetComponent <BaseTorso>().mass = partData.mass; break; case LIMB_TYPE.LIMB_ARM: this.GetComponent <ArmPart>().attackSpeed = partData.attackSpeed; this.GetComponent <ArmPart>().attackDelay = partData.armAttackDelay; this.GetComponent <ArmPart>().windUpTime = partData.windupTime; this.GetComponent <ArmPart>().recoveryTime = partData.recoveryTime; this.GetComponent <ArmPart>().knockback = partData.knockbackStrength; this.GetComponent <ArmPart>().atkRange = 5.0f; break; case LIMB_TYPE.LIMB_LEG: this.GetComponent <LegPart>().moveSpd = partData.moveSpeed; break; default: break; } }
private void BtnAddGemStoneFilter_Click(object sender, RoutedEventArgs e) { REWARDTYPE type = (REWARDTYPE)cbType.SelectedItem; RUNESET set = (RUNESET)cbSet.SelectedItem; string mainStat = (string)cbMainStat.SelectedItem; RARITY rarity = (RARITY)cbRarity.SelectedItem; List <GemStone> list = (List <GemStone>)lvGemStoneList.ItemsSource; if (type == REWARDTYPE.GRINDSTONE) { GrindStone grindStone = new GrindStone(set, mainStat, rarity); list.Add(grindStone); } else { EnchantedGem enchantedGem = new EnchantedGem(set, mainStat, rarity); list.Add(enchantedGem); } lvGemStoneList.ItemsSource = null; lvGemStoneList.ItemsSource = list; }
internal void SetRarity(RARITY rarity) { Rarity = rarity; }
public RuneBuilder Rarity(string rarity) { this.rarity = Enum.TryParse(rarity, true, out RARITY outRarity) ? outRarity : RARITY.UNKNOWN; return(this); }