Esempio n. 1
0
        /// <summary>
        /// Creates a fist weapon
        /// </summary>
        /// <param name="oneHand"></param>
        /// <param name="name"></param>
        /// <param name="minDmg"></param>
        /// <param name="maxDmg"></param>
        /// <param name="rarity"></param>
        /// <param name="aps"></param>
        /// <param name="nop"></param>
        /// <param name="id"></param>
        /// <returns></returns>
        private Weapon CreateFistWeapon(bool oneHand, string name, int minDmg, int maxDmg, string rarity, double aps, int nop, int id)
        {
            Weapon fist = new FistWeapon(name, minDmg, maxDmg, rarity, aps, oneHand, nop, id);

            GetDamage(fist);
            GetProperties(fist, oneHand);
            return(fist);
        }
Esempio n. 2
0
        public static Weapon ForgeFistWeap(int type)
        {
            FistWeapon fistWeap;

            if (type == 0)
            {
                fistWeap = new FistWeapon("Panther Claw", 19, new Rarity());
            }

            if (type == 1)
            {
                fistWeap = new FistWeapon("Knuckles", 4, new Rarity());
            }

            if (type == 2)
            {
                fistWeap = new FistWeapon("Spiked Knuckles", 13, new Rarity());
            }

            else
            {
                fistWeap = new FistWeapon("Fleshrake", 15, new Rarity());
            }

            if (fistWeap.Rarity.RarityLevel == 1)
            {
                fistWeap.AddPrimaryStats(Primary.GetPrimaries(1));
                fistWeap.AddSecondaryStats(Secondary.GetSecondaries(1));
                fistWeap.AddMagicStats(Magic.GetMagic(2));
            }

            else if (fistWeap.Rarity.RarityLevel == 2)
            {
                fistWeap.AddPrimaryStats(Primary.GetPrimaries(2));
                fistWeap.AddSecondaryStats(Secondary.GetSecondaries(2));
                fistWeap.AddMagicStats(Magic.GetMagic(4));
            }

            else if (fistWeap.Rarity.RarityLevel == 3)
            {
                fistWeap.AddPrimaryStats(Primary.GetPrimaries(3));
                fistWeap.AddSecondaryStats(Secondary.GetSecondaries(3));
                fistWeap.AddMagicStats(Magic.GetMagic(6));
            }

            return(fistWeap);
        }