/// <summary> /// Returns the object use to modify the weapons /// </summary> /// <returns /> public static Dictionary <int, string> Randomize() { Weapons.Clear(); WeaponAndArmorNameRandomizer nameRandomizer = new WeaponAndArmorNameRandomizer(); Dictionary <int, WeaponItem> weaponDictionary = WeaponData.Items(); Dictionary <int, string> stringReplacements = new Dictionary <int, string>(); foreach (WeaponItem weapon in weaponDictionary.Values) { RandomizeWeapon(weapon, nameRandomizer); stringReplacements.Add(weapon.Id, weapon.ToString()); Weapons.Add(weapon.Id, weapon); } WriteToSpoilerLog(weaponDictionary); return(stringReplacements); }
/// <summary> /// Returns the object use to modify the weapons /// </summary> /// <returns /> public static Dictionary <int, string> Randomize() { Weapons.Clear(); WeaponAndArmorNameRandomizer nameRandomizer = new WeaponAndArmorNameRandomizer(); Dictionary <int, WeaponItem> weaponDictionary = WeaponData.Items(); Dictionary <int, string> stringReplacements = new Dictionary <int, string>(); foreach (WeaponItem weapon in weaponDictionary.Values) { RandomizeWeapon(weapon, nameRandomizer); if (weapon.Id != 53) //TODO: remove in 0.3.0 - here to prevent seed from changing { stringReplacements.Add(weapon.Id, weapon.ToString()); Weapons.Add(weapon.Id, weapon); } } WriteToSpoilerLog(weaponDictionary); return(stringReplacements); }