public static Enemy Troll() { Equipment loot = null; int randomNumber = _rnd.Next(1, 6); switch (randomNumber) { case 1: loot = Weapon.Cutlass(); break; case 2: loot = Armor.IronCoat(); break; case 3: loot = Boots.FightingBoots(); break; case 4: loot = Gloves.IvoryGloves(); break; case 5: loot = Helmet.RomanHelmet(); break; } return(new Enemy("Troll", 10, 25, 100, 20, 25, 5, 15, 20, loot)); }
public static Enemy Goblin() { Equipment loot = null; int randomNumber = _rnd.Next(1, 6); switch (randomNumber) { case 1: loot = Weapon.ShortSword(); break; case 2: loot = Armor.Cuirass(); break; case 3: loot = Boots.StuddedBoots(); break; case 4: loot = Gloves.Gauntlet(); break; case 5: loot = Helmet.FeatherMelon(); break; } return(new Enemy("Gobelin", 1, 10, 100, 10, 5, 2, 10, 10, loot)); }
public static Enemy Dragon() { Equipment loot = null; int randomNumber = _rnd.Next(1, 6); switch (randomNumber) { case 1: loot = Weapon.Masamune(); break; case 2: loot = Armor.DiamondChestpiece(); break; case 3: loot = Boots.NinjaTabi(); break; case 4: loot = Gloves.FireMittens(); break; case 5: loot = Helmet.DiamondHelmet(); break; } return(new Enemy("Dragon", 40, 55, 100, 55, 55, 12, 42, 50, loot)); }
public static Enemy Orc() { Equipment loot = null; int randomNumber = _rnd.Next(1, 6); switch (randomNumber) { case 1: loot = Weapon.Claymore(); break; case 2: loot = Armor.GoldCoat(); break; case 3: loot = Boots.Caligula(); break; case 4: loot = Gloves.GenjiGloves(); break; case 5: loot = Helmet.GenjiHelmet(); break; } return(new Enemy("Orc", 30, 40, 100, 45, 35, 11, 35, 40, loot)); }
public static Enemy Centaur() { Equipment loot = null; int randomNumber = _rnd.Next(1, 6); switch (randomNumber) { case 1: loot = Weapon.Ragnarok(); break; case 2: loot = Armor.Caparison(); break; case 3: loot = Boots.FeatherBoots(); break; case 4: loot = Gloves.Bracers(); break; case 5: loot = Helmet.IronHelmet(); break; } return(new Enemy("Centaure", 20, 33, 100, 30, 30, 10, 40, 30, loot)); }
public BlackSmith(int level) : base() { _level = level; _items = new List <Item>(); // Set the equipments that the Blacksmith can sell according to his level switch (_level) { default: _items.Add(Armor.Cuirass()); _items.Add(Boots.StuddedBoots()); _items.Add(Gloves.Gauntlet()); _items.Add(Helmet.FeatherMelon()); _items.Add(Weapon.ShortSword()); break; case 2: _items.Add(Armor.IronCoat()); _items.Add(Boots.FightingBoots()); _items.Add(Gloves.IvoryGloves()); _items.Add(Helmet.RomanHelmet()); _items.Add(Weapon.Cutlass()); break; case 3: _items.Add(Armor.Caparison()); _items.Add(Boots.FeatherBoots()); _items.Add(Gloves.Bracers()); _items.Add(Helmet.IronHelmet()); _items.Add(Weapon.Ragnarok()); break; case 4: _items.Add(Armor.GoldCoat()); _items.Add(Boots.Caligula()); _items.Add(Gloves.GenjiGloves()); _items.Add(Helmet.GenjiHelmet()); _items.Add(Weapon.Claymore()); break; case 5: _items.Add(Armor.DiamondChestpiece()); _items.Add(Boots.NinjaTabi()); _items.Add(Gloves.FireMittens()); _items.Add(Helmet.DiamondHelmet()); _items.Add(Weapon.Masamune()); break; } }
public static Enemy BossGoblin() { return(new Enemy("Boss Gobelin", 9, 50, 100, 20, 25, 5, 15, 20, Gloves.MogGloves())); }