Esempio n. 1
0
    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);
    }
Esempio n. 2
0
    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);
    }
Esempio n. 3
0
 public item_rarity(Basic_Stats st, rarity _rarity, int item_level)
 {
     this.st = st;
     nl      = 0;
     tl      = 1;
     Rarity  = _rarity;
 }
Esempio n. 4
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 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_;
 }
Esempio n. 5
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    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;
    }
Esempio n. 6
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 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;
 }
Esempio n. 7
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    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;
        }
    }
Esempio n. 8
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    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;
            }
        }
    }
Esempio n. 9
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 // 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;
 }
Esempio n. 10
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 public ItemPotion(rarity itemRarity) : base(itemRarity)
 {
 }
Esempio n. 11
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        private string _itemName;   //the name of the item
        //TODO:
        //add stat names (maybe health, damage, energy)

        public Item(rarity itemRarity)
        {
            _itemRarity = itemRarity;
        }
Esempio n. 12
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 public ItemWeapon(rarity itemRarity) : base(itemRarity)
 {
 }