/// <summary> /// Creates a random set of armor /// </summary> /// <param name="iType"></param> /// <returns></returns> private static DmItemAbstract CreateArmor( DmItemTypeArmorType iType ) { DmItemAbstract item = null; switch( iType ) { case DmItemTypeArmorType.Medium: item = CreateArmorMedium(); break; case DmItemTypeArmorType.Heavy: item = CreateArmorHeavy(); break; case DmItemTypeArmorType.Shield: item = CreateArmorShield(); break; case DmItemTypeArmorType.Extra: item = CreateArmorExtra(); break; default: //DmItemTypeArmorType.Light: item = CreateArmorLight(); break; } item.Quality = PickQuality(); if( item.Quality == DmItemQuality.Masterwork ) if( rand.Next( 100 ) > 50 ) item.Enchantment = PickEnchantmentArmor(); return item; }
public DmItemArmorAbstract( object iType, object iName ) : base(iName) { itemName = iName; itemSubType = iType; ArmorType = (DmItemTypeArmorType)iType; baseItemType = DmItemType.Armor; }
/// <summary> /// Create an armor item /// </summary> /// <param name="iType"></param> /// <returns></returns> public static DmItemAbstract CreateItem( DmItemTypeArmorType iType ) { return CreateArmor( iType ); }