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 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; } }