/// <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); }
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); }