Exemplo n.º 1
0
        public override string GetDescription()
        {
            string desc = Name + "\n";

            desc += WeaponSubType + " - " + WeaponType + " - " + ItemRarity.ToString() + "\n";
            desc += "Gold: " + Value + " - " + EquipSlot.ToString() + "\n";
            desc += Description + "\n\n";
            desc += ModPackage.GetStatInfo();

            return(desc);
        }
Exemplo n.º 2
0
        public string GetTooltip()
        {
            var color   = GetColorByRarity(Rarity);
            var tooltip = $"<color={color}>";

            tooltip += $"\n\n{Rarity.ToString()}";
            foreach (var effect in Effects)
            {
                tooltip += $"\n{GetEffectText(effect)}";
            }
            tooltip += "</color>";
            return(tooltip);
        }
Exemplo n.º 3
0
    //get item rare from type name
    public static ItemRarity GetRareFromString(string typeName)
    {
        ItemRarity resultType = ItemRarity.common;

        foreach (ItemRarity itemRare in GetTypeValues <ItemRarity>())
        {
            if (itemRare.ToString() == typeName)
            {
                resultType = itemRare;
                break;
            }
        }
        return(resultType);
    }
Exemplo n.º 4
0
    public string[] ItemInfo()
    {
        string[] newInfo;
        if (myStats != null)
        {
            newInfo = new string[] { RarityInfo(), "Item level: <color=#00A8FF>" + itemLevel.ToString(), "Stamina: <color=#00A8FF>" + myStats.stamina.ToString(), "Strength: <color=#00A8FF>" + myStats.strength.ToString(), "Agility: <color=#00A8FF>" + myStats.agility.ToString(), "WillPower: <color=#00A8FF>" + myStats.willpower.ToString(), "Defence: <color=#00A8FF>" + myStats.defense.ToString() };
        }
        else if (this is Potion)
        {
            newInfo = new string[] { "<color=white>" + itemName, itemRarity.ToString(), Database.hostInstance.potionDiscription[PotionNum()] };
        }
        else
        {
            NotificationManager.instance.NewNotification(itemName);
            newInfo = new string[] { RarityInfo(), "Item level: <color=#00A8FF>" + itemLevel.ToString() };
        }

        return(newInfo);
    }
Exemplo n.º 5
0
        public static string GetDisplayName(this ItemRarity rarity, bool inColor)
        {
            string output;

            switch (rarity)
            {
            case ItemRarity.UltraRare:
                output = "Ultra Rare";
                break;

            default:
                output = rarity.ToString();
                break;
            }

            if (!inColor)
            {
                return(output);
            }
            else
            {
                return(output.InColor(rarity.GetColor() * 5f));
            }
        }
Exemplo n.º 6
0
    private void Start()
    {
        boardController  = GetComponentInParent <BoardController>();
        playerController = GetComponentInParent <PlayerController>();
        int        RarityRoll   = UnityEngine.Random.Range(0, 101);
        ItemRarity rolledRarity = ItemRarity.Trash;

        if (RarityRoll >= 60 && RarityRoll < 90)
        {
            rolledRarity = ItemRarity.Common;
        }
        else if (RarityRoll >= 90 && RarityRoll < 99)
        {
            rolledRarity = ItemRarity.Rare;
        }
        else if (RarityRoll >= 99)
        {
            rolledRarity = ItemRarity.Artifact;
        }
        Debug.Log("Rolled: " + RarityRoll + " and getting a random item of rarity: " + rolledRarity.ToString());
        List <ItemName> possibleDrops;

        playerController.ITEM_RARITY_DATA.TryGetValue(rolledRarity, out possibleDrops); // get a list of all units of our possible item drops
        Debug.Log("Possible drops count: " + possibleDrops.Count);
        int      possibleDropIndex = UnityEngine.Random.Range(0, possibleDrops.Count);
        ItemName itemName          = possibleDrops[possibleDropIndex];
        Item     rngItem           = new Item(itemName);

        ItemDroppedInChest = rngItem;
        Debug.Log("Generated Item: " + rngItem.ItemName.ToString() + " for Treasure Drop");
    }
Exemplo n.º 7
0
    /// <summary>
    /// Returns the rarity color of the given item.
    /// </summary>
    /// <param name="item">Item to examine.</param>
    public Color RarityColor()
    {
        float opaqueness  = 1.0f;
        Color commonColor = new Color(1f, 1f, 1f, opaqueness);

        switch (rarity)
        {
        case ItemRarity.COMMON:
            return(commonColor);

        case ItemRarity.UNCOMMON:
            return(new Color(167f / 255f, 1f, 215f / 255f, opaqueness));

        case ItemRarity.RARE:
            return(new Color(21f / 255f, 1f, 231f / 255f, opaqueness));

        case ItemRarity.EPIC:
            return(new Color(51f / 255f, 60f / 255f, 1f, opaqueness));

        case ItemRarity.LEGENDARY:
            return(new Color(1f, 11f / 255f, 253f / 255f, opaqueness));

        default:
            Debug.Log("GameItem.RarityColor: Please add another color for rarity '" + rarity.ToString("G") + "'");
            return(commonColor);
        }
    }