/// <summary> /// Creates a flail /// </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 CreateFlail(bool oneHand, string name, int minDmg, int maxDmg, string rarity, double aps, int nop, int id) { Weapon flail = new Flail(name, minDmg, maxDmg, rarity, aps, oneHand, nop, id); GetDamage(flail); GetProperties(flail, oneHand); return(flail); }
public static Weapon ForgeFlail(int type) { Flail flail; if (type == 0) { flail = new Flail("Spiked Flail", 6, new Rarity()); } if (type == 1) { flail = new Flail("Templars Chain", 9, new Rarity()); } if (type == 2) { flail = new Flail("Thresher", 23, new Rarity()); } else { flail = new Flail("Darklight", 34, new Rarity()); } if (flail.Rarity.RarityLevel == 1) { flail.AddPrimaryStats(Primary.GetPrimaries(1)); flail.AddSecondaryStats(Secondary.GetSecondaries(1)); flail.AddMagicStats(Magic.GetMagic(2)); } else if (flail.Rarity.RarityLevel == 2) { flail.AddPrimaryStats(Primary.GetPrimaries(2)); flail.AddSecondaryStats(Secondary.GetSecondaries(2)); flail.AddMagicStats(Magic.GetMagic(4)); } else if (flail.Rarity.RarityLevel == 3) { flail.AddPrimaryStats(Primary.GetPrimaries(3)); flail.AddSecondaryStats(Secondary.GetSecondaries(3)); flail.AddMagicStats(Magic.GetMagic(6)); } return(flail); }