public void GetAmulet(string nameOne, string nameTwo, string nameThree, int minStat, int maxStat, int minRequired, int maxRequired) { rand = new Random(); Amulet aAmulet; List <string> AmuletNames = new List <string>(); AmuletNames.Add(nameOne + " Amulet"); AmuletNames.Add(nameTwo + " Amulet"); AmuletNames.Add(nameThree + " Amulet"); temp = GameState.NumberGenerator.Next(1, 4); switch (temp) { case 1: itemName = AmuletNames.ElementAt(0); break; case 2: itemName = AmuletNames.ElementAt(1); break; case 3: itemName = AmuletNames.ElementAt(2); break; default: Console.WriteLine("\nUh Oh, something went wrong.\n"); break; } itemType = "Amulet"; armor = GameState.NumberGenerator.Next(minStat, maxStat); strength = GameState.NumberGenerator.Next(0, maxStat); agility = GameState.NumberGenerator.Next(0, maxStat); intelligence = GameState.NumberGenerator.Next(0, maxStat); health = GameState.NumberGenerator.Next(0, maxStat); requiredLevel = GameState.NumberGenerator.Next(minRequired, maxRequired); goldFind = 0; magicFind = 0; critChance = 0; critDamage = 0; worth = GameState.NumberGenerator.Next(minStat, maxStat); aAmulet = new Amulet(itemName, itemType, armor, strength, agility, intelligence, health, goldFind, magicFind, requiredLevel, critChance, critDamage, worth); Console.WriteLine("You loot {0}", itemName); if (GameState.Hero.Inventory.Count < GameState.Hero.inventoryCap) { GameState.Hero.Inventory.Add(aAmulet); } else { Console.WriteLine("Unfortunately you don't have enough space to store {0} and it will lay forever abandoned and forgotten", itemName); } }
public Item GetAmulet(string nameOne, string nameTwo, string nameThree, int minStat, int maxStat, int minRequired, int maxRequired) { Item returnData = new Item(); rand = new Random(); Amulet aAmulet; List <string> AmuletNames = new List <string>(); AmuletNames.Add(nameOne + " Amulet"); AmuletNames.Add(nameTwo + " Amulet"); AmuletNames.Add(nameThree + " Amulet"); temp = GameState.NumberGenerator.Next(1, 4); switch (temp) { case 1: itemName = AmuletNames.ElementAt(0); break; case 2: itemName = AmuletNames.ElementAt(1); break; case 3: itemName = AmuletNames.ElementAt(2); break; default: Console.WriteLine("\nUh Oh, something went wrong.\n"); break; } itemType = "Amulet"; armor = GameState.NumberGenerator.Next(minStat, maxStat); strength = GameState.NumberGenerator.Next(0, maxStat); agility = GameState.NumberGenerator.Next(0, maxStat); intelligence = GameState.NumberGenerator.Next(0, maxStat); health = GameState.NumberGenerator.Next(0, maxStat); requiredLevel = GameState.NumberGenerator.Next(minRequired, maxRequired); goldFind = 0; magicFind = 0; critChance = 0; critDamage = 0; worth = GameState.NumberGenerator.Next(minStat, maxStat); aAmulet = new Amulet(itemName, itemType, armor, strength, agility, intelligence, health, goldFind, magicFind, requiredLevel, critChance, critDamage, worth); returnData = aAmulet; return(returnData); }