예제 #1
0
    // Returns A Primary Enchant
    public static Primary_Stats_Enchants GetPrimaryEnchant(Enchant e, int c = -1, Item.ItemQualityModifiers quality = Item.ItemQualityModifiers.Basic)
    {
        float qMod = 1f;

        if ((int)quality > 1)
        {
            qMod = ((int)quality / 1.75f) + 1f;
        }
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 7);
        }
        else
        {
            i = c;
        }
        int j = Random.Range(1, 4);

        if (i == 0)
        {
            e.SetEnchantName("Strength");
            if (j == 1)
            {
                e.SetEnchantDesc("You feel stronger when this is equipped.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("Your criticals will do more damage.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Your physical attacks will do more damage.");
            }
            e.strength = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power    = e.strength;
            e.SetBonusStatText(e.strength.ToString() + " Strength");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Strength);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Dexterity");
            if (j == 1)
            {
                e.SetEnchantDesc("Enchanted with dexterity.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("Your criticals will be more likely.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Your criticals will do more damage.");
            }
            e.dexterity = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.SetBonusStatText(e.dexterity.ToString() + " Dexterity");
            e.power        = e.dexterity;
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Dexterity);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Intellect");
            if (j == 1)
            {
                e.SetEnchantDesc("Your magical attacks will do more damage.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will resist magical damage more.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with intellegence.");
            }
            e.intellect = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.SetBonusStatText(e.intellect.ToString() + " Intellect");
            e.power        = e.intellect;
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Intellect);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Endurance");
            if (j == 1)
            {
                e.SetEnchantDesc("You will be able to do more things than usual.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You can handle physical attacks more.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with endurance.");
            }
            e.endurance = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power     = e.endurance;
            e.SetBonusStatText(e.endurance.ToString() + " Endurance");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Endurance);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Vitality");
            if (j == 1)
            {
                e.SetEnchantDesc("You will have more life force.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will regenerate health faster.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with vitality.");
            }
            e.vitality = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power    = e.vitality;
            e.SetBonusStatText(e.vitality.ToString() + " Vitality");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Vitality);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Agility");
            if (j == 1)
            {
                e.SetEnchantDesc("You will move faster.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will have the chance to evade attacks.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with agility.");
            }
            e.agility = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power   = e.agility;
            e.SetBonusStatText(e.agility.ToString() + " Agility");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Agility);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Luck");
            if (j == 1)
            {
                e.SetEnchantDesc("You will have more fortune.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will have better chances at getting rare items.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with Luck.");
            }
            e.luck  = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power = e.luck;
            e.SetBonusStatText(e.luck.ToString() + " Luck");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Luck);
        }
        else
        {
            e.SetEnchantName("Luck");
            if (j == 1)
            {
                e.SetEnchantDesc("You will have more fortune.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will have better chances at getting rare items.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with Luck.");
            }
            e.luck  = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power = e.luck;
            e.SetBonusStatText(e.luck.ToString() + " Luck");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Luck);
        }
    }