Exemplo n.º 1
0
        public static WeaponEnchantment GetWeaponEnchantment(string enchantName)
        {
            WeaponEnchantment wEnchant     = null;
            XElement          wEnchantData = null;

            // load all the enchantments
            XElement root = XElement.Load("res/data/WeaponEnchantTypes.xml");
            IEnumerable <XElement> enchants =
                from el in root.Elements("enchantment")
                select el;

            // choose the right enchantment
            foreach (XElement e in enchants)
            {
                if (ReadAttribute(e.Attribute("name")).Equals(enchantName))
                {
                    wEnchantData = e;
                }
            }

            if (wEnchantData == null)
            {
                return(null);
            }

            string name = enchantName;

            List <XElement> partNames = wEnchantData.Element("part_names").Elements().ToList();
            string          partName  = ReadAttribute(partNames[Program.RNG.Next(0, partNames.Count)].FirstAttribute);

            Enum.TryParse(ReadAttribute(wEnchantData.Attribute("damage_type")), out DamageType damageType);
            Effect appliedEffect = GetEffect(ReadAttribute(wEnchantData.Attribute("applied_effect")));
            int    victimDamage  = Program.RNG.Next(System.Convert.ToInt32(ReadAttribute(wEnchantData.Element("victim_damage").FirstAttribute)), System.Convert.ToInt32(ReadAttribute(wEnchantData.Element("victim_damage").LastAttribute)));

            wEnchant = new WeaponEnchantment(name, partName, damageType, victimDamage, appliedEffect);

            return(wEnchant);
        }
Exemplo n.º 2
0
        public void DetermineEnchantments()
        {
            // the amount of enchantments you will find scales with the level you are at in the dungeon

            int rand = Program.RNG.Next(0, 101);

            if (rand <= 66)         // 66% chance
            {
                maxEnchantments = 0;
            }
            else if (rand <= 81)    // 15% chance
            {
                maxEnchantments = 1;
            }
            else if (rand <= 90)    //  9% chance
            {
                maxEnchantments = 2;
            }
            else if (rand <= 96)    //  6% chance
            {
                maxEnchantments = 3;
            }
            else                    //  4% chance
            {
                maxEnchantments = 4;
            }

            int enchantCount = 0;

            rand = Program.RNG.Next(0, 101);
            if (rand <= 78 && maxEnchantments >= 0)      // 78% chance
            {
                enchantCount = 0;
            }
            else if (rand <= 90 && maxEnchantments >= 1) // 12% chance
            {
                enchantCount = 1;
            }
            else if (rand <= 96 && maxEnchantments >= 2) //  6% chance
            {
                enchantCount = 2;
            }
            else if (rand <= 99 && maxEnchantments >= 3) //  3% chance
            {
                enchantCount = 3;
            }
            else                                         //  1% chance
            {
                enchantCount = maxEnchantments;
            }

            int i = 0;

            while (i < enchantCount && i < maxEnchantments)
            {
                WeaponEnchantment enchantment = DataReader.GetNextWeaponEnchantment();
                if (enchantments.Find(e => e.Name == enchantment.Name) == null)
                {
                    enchantments.Add(enchantment);
                    i++;
                }
            }
        }