public Weapon(typeI type) : base(type) { ItClass = ItClasses.Weapon; wType = RandItClass(); Name = typeIt + " " + wType.ToString(); rolldmg(); }
public ItemType(typeI type) { ItemLvl = Dgnlvl; typeIt = "ordinary"; Accuracy = 0; Dodge = 0; Strength = 0; Agility = 0; Stamina = 0; switch (type) { case typeI.ord: typeIt = "Ordinary"; for (int i = 0; i < (int)typeI.ord; i++) { RollStat(RandStat()); } break; case typeI.rare: typeIt = "Rare"; for (int i = 0; i < (int)typeI.rare; i++) { RollStat(RandStat()); } break; case typeI.unick: typeIt = "Unick"; for (int i = 0; i < (int)typeI.unick - 1; i++) { RollStat(RandStat()); } RollStat(RandChar()); break; case typeI.leg: typeIt = "Legendary"; for (int i = 0; i < (int)typeI.leg; i++) { RollStat(RandStat()); } RollStat(RandChar()); break; default: break; } }
public void RollLoot(int AmountOfIt, typeI ItType) { int roll; for (int i = 0; i < AmountOfIt; i++) { roll = Random.Range(0, 3); switch (roll) { case 0: Loot.Add(new Weapon(ItType)); break; case 1: Loot.Add(new Armour(ItType)); break; default: Loot.Add(new Necklace(ItType)); break; } } }
public Necklace(typeI type) : base(type) { ItClass = ItClasses.Neck; Name = typeIt + " " + "neck"; RollStat(RandChar()); }
public Armour(typeI type) : base(type) { ItClass = ItClasses.Armour; Name = typeIt + " " + "armour"; rollHp(); }