public Item(int id, string name, item_type type, rarity rarity, int min_rarity, int max_rarity, int level, string description, string icon, string sprite_male, string sprite_female, int health, int resource, int damage, int value) { this.id = id; this.name = name; this.rarity = rarity; this.level = level; this.description = description; this.type = type; this.icon = icon; this.sprite_male = sprite_male; this.sprite_female = sprite_female; int[] tmp = new int[4]; tmp[0] = health; tmp[1] = resource; tmp[2] = damage; tmp[3] = value; this.attributes = tmp; this.min_rarity = min_rarity; this.max_rarity = max_rarity; //randomizeRarity(min_rarity, max_rarity); }
void getCard(rarity r) { rewardInfo rinfo = slotReward[idReward].GetComponent <rewardInfo>(); switch (r) {//esta pegando as cartas q estao no gamecontroller case rarity.COMUM: rinfo.cards = _GameController.cardComum[Random.Range(0, _GameController.cardComum.Count)]; break; case rarity.RARA: rinfo.cards = _GameController.cardRara[Random.Range(0, _GameController.cardRara.Count)]; break; case rarity.EPICA: rinfo.cards = _GameController.cardEpica[Random.Range(0, _GameController.cardEpica.Count)]; break; case rarity.LENDARIA: rinfo.cards = _GameController.cardLegendaria[Random.Range(0, _GameController.cardLegendaria.Count)]; break; } rinfo.showReward(2); // ativa o 2 que e a carta slotReward[idReward].SetActive(true); }
public item_rarity(Basic_Stats st, rarity _rarity, int item_level) { this.st = st; nl = 0; tl = 1; Rarity = _rarity; }
public carte(string name_, int cost_, int cost_U_, rarity rarity_, type type_) { name = name_; cost = cost_; cost_U = cost_U_; rarity = rarity_; type = type_; }
private void ChangeRarity(rarity _rarity) { float t = (int)_rarity + nl; st.multiply_all_by = 1 / ((float)tl * 0.01f + 1); st.multiply_all_by = (t * 0.01f + 1); tl = (int)t; }
public InventoryItem(int _id, string _name, string _description, bool _stackable, int _currentStacks, int _maxStacks, Sprite _icon, type _type, rarity _rarity, bool _locked, InventoryScript _inventory) { id = _id; name = _name; description = _description; stackable = _stackable; currentStacks = _currentStacks; maxStacks = _maxStacks; icon = _icon; itemType = _type; itemRarity = _rarity; locked = _locked; }
private void rewardRarity(rarity r) { switch (r) { case rarity.COMUM: getGold(rewardCard[0]); break; case rarity.RARA: getGold(rewardCard[1]); break; case rarity.EPICA: getGold(rewardCard[2]); break; case rarity.LENDARIA: getGold(rewardCard[3]); break; } }
public void randomizeRarity(int min_rarity, int max_rarity) { if (rarity != rarity.quest) { int rarity_random = Random.Range(min_rarity, max_rarity + 1); switch (rarity_random) { case 0: rarity = rarity.poor; break; case 1: rarity = rarity.common; break; case 2: rarity = rarity.uncommon; break; case 3: rarity = rarity.rare; break; case 4: rarity = rarity.epic; break; case 5: rarity = rarity.legendary; break; default: rarity = rarity.empty; break; } } }
// Token: 0x06000621 RID: 1569 RVA: 0x000520C8 File Offset: 0x000504C8 public Card(int cardTier, int art, string name, float cardEffect, cardType cardType, cardBonus cardBonus, rarity rarity, int mana1, int mana2, int mana3, int mana4, int mana5, int mana6) { this.tier = cardTier; this.artID = art; this.cardName = name; this.effectAmount = cardEffect; this.type = cardType; this.bonusType = cardBonus; this.cardRarity = rarity; this.manaCosts = new List <int>(); this.manaCosts.Add(mana1); this.manaCosts.Add(mana2); this.manaCosts.Add(mana3); this.manaCosts.Add(mana4); this.manaCosts.Add(mana5); this.manaCosts.Add(mana6); this.isProtected = false; }
public ItemPotion(rarity itemRarity) : base(itemRarity) { }
private string _itemName; //the name of the item //TODO: //add stat names (maybe health, damage, energy) public Item(rarity itemRarity) { _itemRarity = itemRarity; }
public ItemWeapon(rarity itemRarity) : base(itemRarity) { }