public override Items.Item getDrop() { Classes.Items.Type itemType = (Classes.Items.Type)((Level % 12) / 2 + ((Level % 12) % 2) + ((Level % 12 == 0) ? 6 : 0)); int grade = 0; for (int i = 0; i < Level; i += 12) grade = i / 12; Item itemToDrop = null; switch (rGen.Next(1, 5)) { case 1: itemToDrop = new Consumable(grade, itemType, "A " + itemType + "+" + grade + " health potion! Enjoy it!", (grade == 0 ? "" : "+" + grade + " ") + itemType + " health potion"); break; case 2: itemToDrop = new Armor(itemType, grade, "Some " + itemType + "+" + grade + " armor! Enjoy it!", (grade == 0 ? "" : "+" + grade + " ") + itemType + " armor"); break; case 3: WeaponType wepType = (Classes.Items.WeaponType)rGen.Next(1, 4); itemToDrop = new Weapon(itemType, wepType, grade, "A " + itemType + "+" + grade + " " + wepType + "! Enjoy it!", (grade == 0 ? "" : "+" + grade + " ") + itemType + " " + wepType); break; case 4: itemToDrop = new Consumable(grade, itemType, "A " + itemType + "+" + grade + " health potion! Enjoy it!", (grade == 0 ? "" : "+" + grade + " ") + itemType + " health potion"); break; } return itemToDrop; }
private void sellArmor_Click(object sender, RoutedEventArgs e) { if (inGameScreen.Shop1.armorBox.HasItems && inGameScreen.Shop1.armorBox.SelectedIndex >= 0) { int selectedIndex = inGameScreen.Shop1.armorBox.SelectedIndex; Armor item = new Armor(p1.armorInventory[selectedIndex].ItemType, p1.armorInventory[selectedIndex].Grade, p1.armorInventory[selectedIndex].ItemDescription, p1.armorInventory[selectedIndex].ItemName); int val = (int)(0.5 * ItemValue(item.Grade, item.ItemType)); p1.CurrentGold += val; if (p1.armorInventory[selectedIndex].Equals(p1.EquippedArmor)) { p1.EquippedArmor = new Armor(0, 0, "", ""); } p1.RemoveItemFromInventory(p1.armorInventory[selectedIndex]); } inGameScreen.Shop1.armorBox.SelectedIndex = 0; }
public void CharacterCreation() { numUnusedStatPoints = 10; Console.Write("Enter your character's name: "); Name = Console.ReadLine(); assignStats(); if (Strength > Intelligence && Strength > Dexterity) { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Sword, 0, "A starting sword.", "Basic Sword"); } else if (Intelligence > Strength && Intelligence > Dexterity) { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Staff, 0, "A starting staff.", "Basic Staff"); } else if (Dexterity > Intelligence && Dexterity > Strength) { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Bow, 0, "A starting bow.", "Basic Bow"); } else { EquippedWeapon = new Weapon(Items.Type.Bronze, WeaponType.Sword, 0, "A starting sword.", "Basic S"); } EquippedArmor = new Armor(Items.Type.Bronze, 0, "A starting set of armor.", "Basic Armor."); }
public int CompareTo(Armor item) { int ret = (Grade - item.Grade) + ((int)ItemType - (int)item.ItemType) + (HealthModifier - item.HealthModifier); return ret; }