public BaseCraftsmanSatchel() : base()
        {
            Hue = Reward.SatchelHue();

            int count = 1;

            if (0.015 > Utility.RandomDouble())
            {
                count = 2;
            }

            bool equipment = false;
            bool jewlery   = false;
            bool talisman  = false;

            while (Items.Count < count)
            {
                if (0.25 > Utility.RandomDouble() && !talisman)
                {
                    AddItem(new RandomTalisman());
                    talisman = true;
                }
                else if (0.4 > Utility.RandomDouble() && !equipment)
                {
                    AddItem(RandomItem());
                    equipment = true;
                }
                else if (0.88 > Utility.RandomDouble() && !jewlery)
                {
                    AddItem(Reward.Jewlery());
                    jewlery = true;
                }
            }
        }
Пример #2
0
        public BaseRewardBag() : base()
        {
            Hue = Reward.RewardBagHue();

            while (Items.Count < ItemAmount)
            {
                if (0.05 > Utility.RandomDouble())                   // check
                {
                    DropItem(Loot.RandomTalisman());
                }
                else
                {
                    switch (Utility.Random(4))
                    {
                    case 0: DropItem(Reward.Armor()); break;

                    case 1: DropItem(Reward.RangedWeapon()); break;

                    case 2: DropItem(Reward.Weapon()); break;

                    case 3: DropItem(Reward.Jewlery()); break;
                    }
                }
            }
        }
Пример #3
0
        public Strongbox() : base()
        {
            Hue = Reward.StrongboxHue();

            while (Items.Count < Amount)
            {
                switch (Utility.Random(4))
                {
                case 0: AddItem(Reward.Armor()); break;

                case 1: AddItem(Reward.RangedWeapon()); break;

                case 2: AddItem(Reward.Weapon()); break;

                case 3: AddItem(Reward.Jewlery()); break;
                }
            }

            if (0.25 > Utility.RandomDouble())               // check
            {
                AddItem(new RandomTalisman());
            }
        }