public WeaponItem(EquipSlots slot, int maxDurability, int minDamage, int maxDamage, bool isRanged = false, Dictionary <StatTypes, int>?requirements = null) : base(slot, maxDurability, requirements) { AffectedStats.Add(StatTypes.MINDMG, minDamage); AffectedStats.Add(StatTypes.MAXDMG, maxDamage); IsRanged = isRanged; }
public ArmourItem(int minAC, int maxAC, int maxDurability) : base(EquipSlots.HEAD, maxDurability) { var randomValue = Game.Random.Next(minAC, maxAC + 1); AffectedStats.Add(StatTypes.ARMOUR, randomValue); }