public RandomAccWeap(int damageLevel) : base(0x1ECD) { switch (damageLevel) { case 1: DamageLevel = WeaponDamageLevel.Ruin; break; case 2: DamageLevel = WeaponDamageLevel.Might; break; case 3: DamageLevel = WeaponDamageLevel.Force; break; case 4: DamageLevel = WeaponDamageLevel.Power; break; case 5: DamageLevel = WeaponDamageLevel.Vanq; break; default: DamageLevel = WeaponDamageLevel.Ruin; break; } Weight = 1.0; Name = "Random accurate weapon of " + DamageLevel.ToString().ToLower(); Hue = 1960; }
public RandomAccWeap() : base(0x1ECD) { if (DamageLevel == WeaponDamageLevel.Regular) { DamageLevel = WeaponDamageLevel.Ruin; } Weight = 1.0; Name = "Random accurate weapon of " + DamageLevel.ToString().ToLower(); Hue = 1960; }