/// <summary> /// Creates a mace /// </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 CreateMace(bool oneHand, string name, int minDmg, int maxDmg, string rarity, double aps, int nop, int id) { Weapon mace = new Mace(name, minDmg, maxDmg, rarity, aps, oneHand, nop, id); GetDamage(mace); GetProperties(mace, oneHand); return(mace); }
public static Weapon ForgeMace(int type) { Mace dagger; if (type == 0) { dagger = new Mace("Cudgel", 8, new Rarity()); } if (type == 1) { dagger = new Mace("Morning Star", 17, new Rarity()); } if (type == 2) { dagger = new Mace("War Gavel", 30, new Rarity()); } else { dagger = new Mace("Bludgeon", 18, new Rarity()); } if (dagger.Rarity.RarityLevel == 1) { dagger.AddPrimaryStats(Primary.GetPrimaries(1)); dagger.AddSecondaryStats(Secondary.GetSecondaries(1)); dagger.AddMagicStats(Magic.GetMagic(2)); } else if (dagger.Rarity.RarityLevel == 2) { dagger.AddPrimaryStats(Primary.GetPrimaries(2)); dagger.AddSecondaryStats(Secondary.GetSecondaries(2)); dagger.AddMagicStats(Magic.GetMagic(4)); } else if (dagger.Rarity.RarityLevel == 3) { dagger.AddPrimaryStats(Primary.GetPrimaries(3)); dagger.AddSecondaryStats(Secondary.GetSecondaries(3)); dagger.AddMagicStats(Magic.GetMagic(6)); } return(dagger); }