public static Armor creatRandomLevelArmor(int level, IFriendly creator = null, float qualityBonus = 0) { int numberOfWeponShape = ArmorShapeMasterManager.getInstance().getNumberOfShapes(); int shpeRand = Random.Range(0, numberOfWeponShape); ArmorShape shape = ArmorShapeMasterManager.getInstance().getShapeFromId(shpeRand); var armorMaterials = ItemMaterialMasterManager.getInstance().getMaterialFromLevel(level); int materialRand = Random.Range(0, armorMaterials.Count); ItemMaterial material = armorMaterials[materialRand]; if (creator == null) { float dex = material.getQuality() / 20; float diffculty = shape.getCreatDifficulty(); float baseQuality = material.getQuality(); qualityBonus = dex / 2; float quality = weaponQualityCaliculate(dex, diffculty, baseQuality, qualityBonus); return(new Armor(shape, material, quality)); } else { return(creatArmor(shape, material, creator, qualityBonus)); } }
public static Armor creatArmor(ArmorShape shape, ItemMaterial material, IFriendly creator, float qualityBonus) { float dex = creator.getFriendlyAbility(FriendlyAbility.DEX); float diffculty = shape.getCreatDifficulty(); float baseQuality = material.getQuality(); float quality = weaponQualityCaliculate(dex, diffculty, baseQuality, qualityBonus); return(new Armor(shape, material, quality)); }