public Item() { _name = "Need Name"; _value = 0; _rarity = RarityTypes.Common; _maxDur = 50; _curDur = _maxDur; }
public Item() { itemName = "Default"; itemRarity = RarityTypes.Common; itemValue = 1; maxDur = 100; curDur = maxDur; }
public Item() { _name = "I:NONAME"; _value = 0; _rarity = RarityTypes.Common; _maxDur = 50; _curDur = _maxDur; }
public Item(string name, int value, RarityTypes rare, int maxDur, int curDur) { _name = name; _value = value; _rarity = rare; _maxDur = maxDur; _curDur = curDur; }
public Item() { _name = "Unnamed"; _value = 0; _rarity = RarityTypes.Common; _maxDurability = 50; _currentDurability = _maxDurability; }
public Item(string name, RarityTypes rare, int val, int mDur, int cDur) { itemName = name; itemRarity = rare; itemValue = val; maxDur = mDur; curDur = cDur; }
public Item(string name, int value, RarityTypes rare, int maxDur, int curDur, bool stackable) { _name = name; _value = value; _rarity = rare; _maxDur = maxDur; _curDur = curDur; _stackable = stackable; }
public Item() { _name = "Error"; _value = 0; _rarity = RarityTypes.Common; _maxDur = 50; _curDur = _maxDur; _stackable = false; }
public string _itemDesc; //added temp. public Item() { _itemID = 0; _name = "Need Name"; _itemDesc = "Need Description"; _rarity = RarityTypes.Normal; _value = 0; _itemIcon = null; _itemType = ItemType.Simple; }
public Item2() { _name = "Need Name"; _value = 0; _rarity = RarityTypes.Common; _maxDur = 50; _curDur = _maxDur; _maxDamage = 0; _dmgVar = 0; }
public Item(string name, string desciption, int itemID, RarityTypes rare, int value, Texture2D icon, ItemType type) { _name = name; _itemDesc = desciption; _itemID = itemID; _rarity = rare; _value = value; _itemIcon = icon; _itemType = type; }
public ItemTemplate(string name, string description, ItemCategories itemCategory, bool isStackable, bool isEquipable, bool isUsable, bool isGatchaDrop, RarityTypes rarityType) { Name = name; Description = description; ItemCategory = itemCategory; IsStackable = isStackable; IsEquipable = isEquipable; IsUsable = isUsable; IsGatchaDrop = isGatchaDrop; RarityType = rarityType; }
public Item(string _objectSlug, string _itemName, string _description, double _monetaryValue, string[] _gachaType, ItemTypes _itemType, RarityTypes _rarityType, int _rarity) { this.ObjectSlug = _objectSlug; this.ItemName = _itemName; this.Description = _description; this.MonetaryValue = _monetaryValue; this.GachaType = _gachaType; this.ItemType = _itemType; this.RarityType = _rarityType; this.Rarity = _rarity; }
public Item2(string name, int value, RarityTypes rare, int maxDur, int curDur, int nDmg, float dmgV, int Def, ItemType type) { _name = name; _value = value; _rarity = rare; _maxDur = maxDur; _curDur = curDur; _maxDamage = nDmg; _dmgVar = dmgV; _defence = Def; Itemtypes = type; }
public Item(string name, int val, RarityTypes rare, ItemEquipType itemType, int reqLvl, int enchants, bool sellable, int maxStacks, int curStacks, string description, bool canBeDropped) { _name = name; _value = val; _rarity = rare; _requiredLevel = reqLvl; _canBeSold = sellable; _itemType = itemType; _maxStacks = maxStacks; _curStacks = curStacks; _description = description; _canBeDropped = canBeDropped; }
public Item() { _name = "Unnamed Item"; _value = 100; _rarity = RarityTypes.Common; _itemType = ItemEquipType.Clothing; _requiredLevel = 0; _canBeSold = true; _icon = Resources.Load("Item Icons/defaultItem") as Texture2D; _iconPath = "Item Icons/defaultItem"; _maxStacks = 1; _curStacks = 1; _description = ""; _canBeDropped = true; }
public ItemTemplate(ItemTemplatePoco ItemTemplatePoco) { Id = ItemTemplatePoco.Id; ImageUrl = ItemTemplatePoco.ImageUrl; ImageData = ItemTemplatePoco.ImageData; Name = ItemTemplatePoco.Name; ItemCategory = ItemTemplatePoco.ItemCategory; IsStackable = ItemTemplatePoco.IsStackable; IsEquipable = ItemTemplatePoco.IsEquipable; IsUsable = ItemTemplatePoco.IsUsable; IsGatchaDrop = ItemTemplatePoco.IsGatchaDrop; BaseStats = ItemTemplatePoco.BaseStats; BaseAttributes = ItemTemplatePoco.BaseAttributes; UpgradeMaterials = ItemTemplatePoco.UpgradeMaterials; RarityType = ItemTemplatePoco.RarityType; }
public Color GetColor(RarityTypes rarity) { if (rarity == RarityTypes.Common) { return(CommonColor); } else if (rarity == RarityTypes.UnCommon) { return(UnCommonColor); } else if (rarity == RarityTypes.Rare) { return(RareColor); } else if (rarity == RarityTypes.Epic) { return(EpicColor); } else if (rarity == RarityTypes.Legendary) { return(LegendaryColor); } return(NoColor); }
public Item(string name, int value, RarityTypes rare, int maxDur, int curDur) { _name = name; _value = value; }
public ItemTemplateBuilder WithRarity(int rarityId) { rarityType = (RarityTypes)rarityId; return(this); }
public static RarityTypes RandomizeRarity() { //Default rarity to common RarityTypes itemRarity = RarityTypes.Common; //default to the commonDrops randomness int[] intToUse = _commonDrops; //Randomize rarirty depending on chestRarity type int randomizer = Random.Range(1, 100 + 1); switch (chestRarity) { case "random": intToUse = _randomDrops; break; case "any": intToUse = _anyDrops; break; case "common": intToUse = _commonDrops; break; case "uncommon": intToUse = _uncommonDrops; break; case "rare": intToUse = _rareDrops; break; case "epic": intToUse = _epicDrops; break; case "legendary": intToUse = _legendDrops; break; } //private static int[] _legendDrops = new int[]{0,0,20,50,30}; int commonItems = intToUse[0]; int uncommonItems = intToUse[0] + intToUse[1]; int rareItems = intToUse[0] + intToUse[1] + intToUse[2]; int epicItems = intToUse[0] + intToUse[1] + intToUse[2] + intToUse[3]; int legendItems = intToUse[0] + intToUse[1] + intToUse[2] + intToUse[3] + intToUse[4]; if (randomizer < (intToUse[0] + 1)) { itemRarity = RarityTypes.Common; } else if (commonItems < randomizer && randomizer < uncommonItems + 1) { itemRarity = RarityTypes.Uncommon; } else if (uncommonItems < randomizer && randomizer < rareItems + 1) { itemRarity = RarityTypes.Rare; } else if (rareItems < randomizer && randomizer < epicItems + 1) { itemRarity = RarityTypes.Epic; } else if (epicItems < randomizer && randomizer < legendItems + 1) { itemRarity = RarityTypes.Legendary; } //itemRarity = RarityTypes.Legendary; return(itemRarity); }
//Pass 3 variables // 1. The type of item to make, or random. // 2. The rarity of the item (higher rarity , better buffs etc) // This should hopefully be a random factor, e.g. 30% of getting rares or w/e // 3. Item level, low levels can get rare items but only do low dmg // Higher item levels will be rare and also have higher dps. public static Item CreateItem(string itemType, string chestRarityType, int chestLevel) { //reset for buffs procAdded = false; dmgAdded = false; critChanceAdded = false; critDmgAdded = false; moveSpeedAdded = false; socketsAdded = false; //init chestRarity = chestRarityType; levelOfChest = chestLevel; //set rarity itemRarity = RandomizeRarity(); Item item = new Item(); //call the method to create that base item type //fill in all of the values for the item type //RANDOM EQUIPS or RANDOM ALL if (itemType == "random") { int randomNum = Random.Range(1, 100 + 1); if (randomNum < 20) { itemType = "weapon"; } else if (randomNum < 70) { itemType = "armor"; } else if (randomNum < 90) { itemType = "consum"; } else { itemType = "socket"; } } else { itemType = "armor"; } //itemType = "weapon"; //chestRarity = "legendary"; switch (itemType) { case "weapon": item = CreateWeapon(); break; case "armor": item = CreateArmor(); break; case "socket": item = CreateSocketItem(); break; case "consum": item = CreateConsumable(); break; default: item = ItemGenerator.CreateItem("random", chestRarity, levelOfChest); break; } //Only for things which can be equipped if (item.ItemType != ItemEquipType.Consumable && item.ItemType != ItemEquipType.Socket) { item.Rarity = itemRarity; item.RequiredLevel = chestLevel + Random.Range(-4, 3 + 1); if (item.RequiredLevel == 0 || item.RequiredLevel < 0) { item.RequiredLevel = 1; } if (item.RequiredLevel > 100) { item.RequiredLevel = 100; } item = AddBuffs(item); item.Name = GenerateName(item); item.Value = CalculateValue(item); } //Finally, if it's a consumable (add other stuff later) we will set item to common //later we want to change this for buffs/perm buffs, as they are rarer //also want to add similar thing at end for sockets and quest items //so quest items aren't showing up as legendary items etc //quest items shud have unique color if (item.ItemType == ItemEquipType.Consumable) { item.Rarity = RarityTypes.Common; } //Example // if(item.ItemType == ItemEquipType.Weapon){ // AddProc (item,1.55f); // (item as Weapon).ProcModifier = 0.5f; // (item as Weapon).Sockets = 5; // } if (item.Description == "") { item.Description = "An item I've found during my adventures."; } return(item); }
void OnGUI() { if (itemManager != null) { List <WeaponItem> weaponList = new List <WeaponItem>(); List <ArmorItem> armorList = new List <ArmorItem>(); newItemID = _itemList.Count; for (int i = 0; i < _itemList.Count; i++) { if (_itemList[i].GetType() == typeof(WeaponItem)) { weaponList.Add((WeaponItem)_itemList[i]); } if (_itemList[i].GetType() == typeof(ArmorItem)) { armorList.Add((ArmorItem)_itemList[i]); } } EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Item Type: "); currentItemToCreate = (ItemToCreate)EditorGUILayout.EnumPopup(currentItemToCreate); EditorGUILayout.EndHorizontal(); EditorGUILayout.LabelField("General Attributes:", EditorStyles.boldLabel); newItemID = EditorGUILayout.IntField("ID (BE CAREFUL): ", newItemID); newItemName = EditorGUILayout.TextField("Name: ", newItemName); newItemDesc = EditorGUILayout.TextField("Description: ", newItemDesc); newItemValue = EditorGUILayout.IntField("Item Value: ", newItemValue); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Icon: "); newItemIcon = (Texture2D)EditorGUILayout.ObjectField(newItemIcon, typeof(Texture2D), true); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Rarity: "); newItemRarity = (RarityTypes)EditorGUILayout.EnumPopup(newItemRarity); EditorGUILayout.EndHorizontal(); switch (currentItemToCreate) { case ItemToCreate.Weapon: EditorGUILayout.LabelField("Weapon-Specific Attributes:", EditorStyles.boldLabel); newWeaponMaxDamage = EditorGUILayout.IntField("Max Damage: ", newWeaponMaxDamage); newWeaponMinDamage = EditorGUILayout.IntField("Min Damage: ", newWeaponMinDamage); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Damage Type: "); newWeaponDamageType = (DamageType)EditorGUILayout.EnumPopup(newWeaponDamageType); EditorGUILayout.EndHorizontal(); break; case ItemToCreate.Armor: EditorGUILayout.LabelField("Armor-Specific Attributes:", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Armor Slot: "); newArmorSlot = (ArmorSlot)EditorGUILayout.EnumPopup(newArmorSlot); EditorGUILayout.EndHorizontal(); newArmorLvl = EditorGUILayout.IntField("Armor Level: ", newArmorLvl); break; } if (GUILayout.Button("Add New Item")) { switch (currentItemToCreate) { case ItemToCreate.Weapon: WeaponItem newWeapon = (WeaponItem)ScriptableObject.CreateInstance <WeaponItem>(); newWeapon.Name = newItemName; newWeapon.ItemDescription = newItemDesc; newWeapon.ItemID = newItemID; newWeapon.ItemIcon = newItemIcon; newWeapon.Value = newItemValue; newWeapon.Rarity = newItemRarity; newWeapon.MaxDamage = newWeaponMaxDamage; newWeapon.MinDamage = newWeaponMinDamage; newWeapon.TypeOfDamage = newWeaponDamageType; newWeapon.ItemTypeV = (ItemType)currentItemToCreate; _itemList.Add(newWeapon); break; case ItemToCreate.Armor: ArmorItem newArmor = (ArmorItem)ScriptableObject.CreateInstance <ArmorItem>(); newArmor.Name = newItemName; newArmor.ItemDescription = newItemDesc; newArmor.ItemID = newItemID; newArmor.ItemIcon = newItemIcon; newArmor.Value = newItemValue; newArmor.Rarity = newItemRarity; newArmor.ArmorLevel = newArmorLvl; newArmor.Slot = newArmorSlot; newArmor.ItemTypeV = (ItemType)currentItemToCreate; _itemList.Add(newArmor); break; } } EditorGUILayout.Space(); showingLists = EditorGUILayout.Foldout(showingLists, "Item Database"); EditorGUI.indentLevel = 2; // if (showingLists){ // EditorGUILayout.LabelField("Total items: " + _itemList.Count); // EditorGUILayout.LabelField("Total weapons: " + weaponList.Count); // EditorGUILayout.LabelField("Total armor items: " + armorList.Count); // EditorGUILayout.Space(); // // scrollPos = EditorGUILayout.BeginScrollView(scrollPos); // EditorGUI.indentLevel -= 1; // showingWeapons = EditorGUILayout.Foldout(showingWeapons, "Weapons"); // if (showingWeapons){ // EditorGUI.indentLevel += 2; // for (int i = 0; i < weaponList.Count; i++){ // EditorGUILayout.BeginHorizontal(); // EditorGUILayout.LabelField(weaponList[i].Name); // if (GUILayout.Button("-")){ // _itemList.Remove(_itemList[i]); // } // EditorGUILayout.EndHorizontal(); // EditorGUI.indentLevel +=1; // weaponList[i].ItemID = EditorGUILayout.IntField ("ID: ", weaponList[i].ItemID); // weaponList[i].Name = EditorGUILayout.TextField ("Name: ", weaponList[i].Name); // weaponList[i].ItemDescription = EditorGUILayout.TextField ("Description: ", weaponList[i].ItemDescription); // weaponList[i].Value = EditorGUILayout.IntField ("Value: ", weaponList[i].Value); // weaponList[i].MaxDamage = EditorGUILayout.IntField ("Max Damage: ", weaponList[i].MaxDamage); // weaponList[i].MinDamage = EditorGUILayout.IntField ("Min Damage: ", weaponList[i].MinDamage); // EditorGUILayout.BeginHorizontal(); // EditorGUILayout.PrefixLabel("Damage Type: "); // weaponList[i].TypeOfDamage = (DamageType)EditorGUILayout.EnumPopup(weaponList[i].TypeOfDamage); // EditorGUILayout.EndHorizontal(); // EditorGUI.indentLevel -=1; // } // EditorGUI.indentLevel -= 2; // } // showingArmor = EditorGUILayout.Foldout(showingArmor, "Armor Items"); // if (showingArmor){ // EditorGUI.indentLevel += 2; // for (int i = 0; i < armorList.Count; i++){ // EditorGUILayout.BeginHorizontal(); // EditorGUILayout.LabelField(armorList[i].Name); // if (GUILayout.Button("-")){ // _itemList.Remove(_itemList[i]); // } // EditorGUILayout.EndHorizontal(); // EditorGUI.indentLevel +=1; // armorList[i].ItemID = EditorGUILayout.IntField ("ID: ", armorList[i].ItemID); // armorList[i].Name = EditorGUILayout.TextField ("Name: ", armorList[i].Name); // armorList[i].ItemDescription = EditorGUILayout.TextField ("Description: ", armorList[i].ItemDescription); // armorList[i].Value = EditorGUILayout.IntField ("Value: ", armorList[i].Value); // armorList[i].ArmorLevel = EditorGUILayout.IntField("Armor Level: ", armorList[i].ArmorLevel); // EditorGUI.indentLevel -=1; // } // EditorGUI.indentLevel -= 2; // } // EditorGUILayout.EndScrollView(); // } EditorGUI.indentLevel -= 2; showingIDList = EditorGUILayout.Foldout(showingIDList, "ID list"); EditorGUI.indentLevel = 2; if (showingIDList) { for (int i = 0; i < _itemList.Count; i++) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(_itemList[i].ItemID.ToString() + ":\t" + _itemList[i].Name); if (GUILayout.Button("Edit")) { AssetDatabase.OpenAsset(_itemList[i]); } if (GUILayout.Button("Remove")) { if (EditorUtility.DisplayDialog("Are you sure you want to remove object?", "Cannot be undone", "Remove", "Cancel")) { _itemList.Remove(_itemList[i]); } } EditorGUILayout.EndHorizontal(); } } // if (showingLists = true) EditorGUILayout.EndScrollView(); } }