public static Item SpawnItem(Player player, World world) { //Debug.Log("Spawn item"); Item item = null; Modifier mod = new Modifier(); // Rng weapon or armor int type = UnityEngine.Random.Range(0, 2); // Create weapon if (type == 0) { Weapon weapon = new Weapon(); List <Weapon> wl = new List <Weapon>(); // Rarity weighting int rarityRng = UnityEngine.Random.Range(0, 100); //Debug.Log("Weapon rarity: " + rarityRng); if (rarityRng > 95) { wl = weapon.GetListByRarity(world.weaponList, Item.Rarity.Set); } else if (rarityRng > 90) { wl = weapon.GetListByRarity(world.weaponList, Item.Rarity.Legendary); } else if (rarityRng > 65) { wl = weapon.GetListByRarity(world.weaponList, Item.Rarity.Uncommon); } else { wl = weapon.GetListByRarity(world.weaponList, Item.Rarity.Common); } int listCount = wl.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = wl[rng].itemId; item = weapon.GetWeaponById(weapon.WeaponList(), id); } // Create armor else if (type == 1) { Armor armor = new Armor(); List <Armor> al = world.armorList; // Rarity weighting int rarityRng = UnityEngine.Random.Range(0, 100); //Debug.Log("Armor rarity: " + rarityRng); if (rarityRng > 95) { al = armor.GetListByRarity(world.armorList, Item.Rarity.Set); } else if (rarityRng > 90) { al = armor.GetListByRarity(world.armorList, Item.Rarity.Legendary); } else { al = armor.GetListByRarity(world.armorList, Item.Rarity.Uncommon); } // Armor does not contain common rarities int listCount = al.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = al[rng].itemId; item = armor.GetArmorById(armor.ArmorList(), id); } // Check to add prefix if (UnityEngine.Random.Range(0, 100) < player.magicFind) { int listCount = world.prefixList.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = world.prefixList[rng].modId; item.AddModifier(mod.GetModifierById(mod.PrefixList(), id)); } // Check to add suffix if (UnityEngine.Random.Range(0, 100) < player.magicFind) { int listCount = world.suffixList.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = world.suffixList[rng].modId; item.AddModifier(mod.GetModifierById(mod.SuffixList(), id)); } return(item); }
// Spawn an item and rng check to add magical properties public void SpawnItem() { //Debug.Log("Spawn item"); Item item = null; Modifier mod = new Modifier(); int type = UnityEngine.Random.Range(0, 2); // Create weapon if (type == 0) { Weapon weapon = new Weapon(); int listCount = world.weaponList.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = world.weaponList[rng].itemId; item = weapon.GetWeaponById(weapon.WeaponList(), id); } // Create armor else if (type == 1) { Armor armor = new Armor(); int listCount = world.armorList.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = world.armorList[rng].itemId; item = armor.GetArmorById(armor.ArmorList(), id); } // Check to add prefix if (UnityEngine.Random.Range(0, 100) < player.magicFind) { int listCount = world.prefixList.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = world.prefixList[rng].modId; item.AddModifier(mod.GetModifierById(mod.PrefixList(), id)); } // Check to add suffix if (UnityEngine.Random.Range(0, 100) < player.magicFind) { int listCount = world.suffixList.Count; int rng = UnityEngine.Random.Range(0, listCount); int id = world.suffixList[rng].modId; item.AddModifier(mod.GetModifierById(mod.SuffixList(), id)); } // Add item to inventory if (player.inventory.Count < 15) { player.inventory.Add(item); } else { SoundManager.sm.PlaySoundFX(Resources.Load <AudioClip>("Sfx/dropsfx")); } // Update Inventory (Set item border color to match rarity) for (int i = 0; i < player.inventory.Count; i++) { GameObject.Find("Item" + i).GetComponent <ItemPanel>().item = player.inventory[i]; GameObject.Find("Item" + i).GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>(player.inventory[i].spritePath); GameObject.Find("ItemPanel" + i).GetComponentInChildren <Outline>().effectColor = player.inventory[i].GetRarityColor(); } }
// List of all worlds public List <World> WorldList() { List <World> worldList = new List <World>(); // Instantiate Enemy enemy = new Enemy(); Weapon weapon = new Weapon(); Armor armor = new Armor(); Modifier mod = new Modifier(); // Shortcut lists List <Enemy> el = enemy.EnemyList(); List <Weapon> wl = weapon.WeaponList(); List <Armor> al = armor.ArmorList(); List <Modifier> pl = mod.PrefixList(); List <Modifier> sl = mod.SuffixList(); World world; // Create Plains world = new World { worldName = "Plains", enemyScaling = 0.8, backgroundPath = "Background/plains", soundPath = "Music/plains", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 152), enemy.GetEnemyById(el, 153), enemy.GetEnemyById(el, 154), enemy.GetEnemyById(el, 155), enemy.GetEnemyById(el, 156), enemy.GetEnemyById(el, 157), enemy.GetEnemyById(el, 158), enemy.GetEnemyById(el, 159), enemy.GetEnemyById(el, 160), enemy.GetEnemyById(el, 161) }, miniBoss = enemy.GetEnemyById(el, 162), boss = enemy.GetEnemyById(el, 163), weaponList = weapon.GetListByTier(wl, 01), armorList = armor.GetListByTier(al, 1), prefixList = mod.GetListByTier(pl, 1), suffixList = mod.GetListByTier(sl, 1) }; worldList.Add(world); // Create Forest world = new World { worldName = "Forest", enemyScaling = 2.1, backgroundPath = "Background/forest1", soundPath = "Music/forestmusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 164), enemy.GetEnemyById(el, 165), enemy.GetEnemyById(el, 166), enemy.GetEnemyById(el, 167), enemy.GetEnemyById(el, 168), enemy.GetEnemyById(el, 169), enemy.GetEnemyById(el, 170), enemy.GetEnemyById(el, 171), enemy.GetEnemyById(el, 172), enemy.GetEnemyById(el, 173) }, miniBoss = enemy.GetEnemyById(el, 174), boss = enemy.GetEnemyById(el, 175), weaponList = weapon.GetListByTier(wl, 02), armorList = armor.GetListByTier(al, 2), prefixList = mod.GetListByTier(pl, 2), suffixList = mod.GetListByTier(sl, 2) }; worldList.Add(world); // Create Cave world = new World { worldName = "Cave", enemyScaling = 3.3, backgroundPath = "Background/cave1", soundPath = "Music/cavemusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 176), enemy.GetEnemyById(el, 177), enemy.GetEnemyById(el, 178), enemy.GetEnemyById(el, 179), enemy.GetEnemyById(el, 180), enemy.GetEnemyById(el, 181), enemy.GetEnemyById(el, 182), enemy.GetEnemyById(el, 183), enemy.GetEnemyById(el, 184), enemy.GetEnemyById(el, 184), enemy.GetEnemyById(el, 185) }, miniBoss = enemy.GetEnemyById(el, 186), boss = enemy.GetEnemyById(el, 187), weaponList = weapon.GetListByTier(wl, 03), armorList = armor.GetListByTier(al, 3), prefixList = mod.GetListByTier(pl, 3), suffixList = mod.GetListByTier(sl, 3) }; worldList.Add(world); // Create River world = new World { worldName = "River", enemyScaling = 4.7, backgroundPath = "Background/river", soundPath = "Music/rivermusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 188), enemy.GetEnemyById(el, 189), enemy.GetEnemyById(el, 190), enemy.GetEnemyById(el, 191), enemy.GetEnemyById(el, 192), enemy.GetEnemyById(el, 193), enemy.GetEnemyById(el, 194), enemy.GetEnemyById(el, 195), enemy.GetEnemyById(el, 196), enemy.GetEnemyById(el, 197) }, miniBoss = enemy.GetEnemyById(el, 198), boss = enemy.GetEnemyById(el, 199), weaponList = weapon.GetListByTier(wl, 04), armorList = armor.GetListByTier(al, 4), prefixList = mod.GetListByTier(pl, 4), suffixList = mod.GetListByTier(sl, 4) }; worldList.Add(world); // Create Swamp world = new World { worldName = "Swamp", enemyScaling = 6.2, backgroundPath = "Background/forest2", soundPath = "Music/swampmusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 200), enemy.GetEnemyById(el, 201), enemy.GetEnemyById(el, 202), enemy.GetEnemyById(el, 203), enemy.GetEnemyById(el, 204), enemy.GetEnemyById(el, 205), enemy.GetEnemyById(el, 206), enemy.GetEnemyById(el, 207), enemy.GetEnemyById(el, 208), enemy.GetEnemyById(el, 209) }, miniBoss = enemy.GetEnemyById(el, 210), boss = enemy.GetEnemyById(el, 211), weaponList = weapon.GetListByTier(wl, 05), armorList = armor.GetListByTier(al, 5), prefixList = mod.GetListByTier(pl, 5), suffixList = mod.GetListByTier(sl, 5) }; worldList.Add(world); // Create Desert world = new World { worldName = "Desert", enemyScaling = 7.8, backgroundPath = "Background/desert", soundPath = "Music/desertmusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 212), enemy.GetEnemyById(el, 213), enemy.GetEnemyById(el, 214), enemy.GetEnemyById(el, 215), enemy.GetEnemyById(el, 216), enemy.GetEnemyById(el, 217), enemy.GetEnemyById(el, 218), enemy.GetEnemyById(el, 219), enemy.GetEnemyById(el, 220), enemy.GetEnemyById(el, 221) }, miniBoss = enemy.GetEnemyById(el, 222), boss = enemy.GetEnemyById(el, 223), weaponList = weapon.GetListByTier(wl, 06), armorList = armor.GetListByTier(al, 6), prefixList = mod.GetListByTier(pl, 6), suffixList = mod.GetListByTier(sl, 6) }; worldList.Add(world); return(worldList); }
// Warrior select public void CreateWarrior(InputField inputName) { Debug.Log("Warrior selected"); // Create warrior player string name = inputName.text; if (name == "") { name = "Hero"; } // Base character player.playerName = name; player.playerClass = "Warrior"; player.strength = 10; player.dexterity = 1; player.intelligence = 1; player.critChance = 10; player.critDamage = 150; player.bonusPhysical = 100; player.bonusMagical = 100; player.itemFind = 10; player.magicFind = 10; player.bonusGold = 100; player.bonusExp = 100; // Equip weapons player.weapon1 = (Weapon)player.Equip(weapon.GetWeaponById(weapon.WeaponList(), 00101)); player.weapon2 = (Weapon)player.Equip(new Weapon()); player.weapon3 = (Weapon)player.Equip(new Weapon()); player.equippedWeapon = player.weapon1; // Equip armor player.head = (Armor)player.Equip(armor.GetArmorById(armor.ArmorList(), 0001)); player.chest = (Armor)player.Equip(armor.GetArmorById(armor.ArmorList(), 0002)); player.gloves = (Armor)player.Equip(armor.GetArmorById(armor.ArmorList(), 0003)); player.legs = (Armor)player.Equip(armor.GetArmorById(armor.ArmorList(), 0004)); player.boots = (Armor)player.Equip(armor.GetArmorById(armor.ArmorList(), 0005)); // Inventory //Modifier mod = new Modifier(); //player.inventory.Add(weapon.GetWeaponById(weapon.WeaponList(), 00101).AddModifier(mod.GetModifierById(mod.PrefixList(), 1102))); //player.inventory.Add(weapon.GetWeaponById(weapon.WeaponList(), 19303)); player.inventory.Add(weapon.GetWeaponById(weapon.WeaponList(), 5)); // Load Main scene GameManager.gm.LoadScene("Town"); }
// List of all worlds public List <World> WorldList() { List <World> worldList = new List <World>(); // Instantiate Enemy enemy = new Enemy(); Weapon weapon = new Weapon(); Armor armor = new Armor(); Modifier mod = new Modifier(); // Shortcut lists List <Enemy> el = enemy.EnemyList(); List <Weapon> wl = weapon.WeaponList(); List <Armor> al = armor.ArmorList(); List <Modifier> pl = mod.PrefixList(); List <Modifier> sl = mod.SuffixList(); World world; // Create Forest world = new World { worldName = "Forest", backgroundPath = "Background/forest1", soundPath = "Music/forestmusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 001), enemy.GetEnemyById(el, 010), enemy.GetEnemyById(el, 011), enemy.GetEnemyById(el, 012), enemy.GetEnemyById(el, 013), enemy.GetEnemyById(el, 014), enemy.GetEnemyById(el, 016), enemy.GetEnemyById(el, 017) }, miniBoss = enemy.GetEnemyById(el, 002), boss = enemy.GetEnemyById(el, 003), weaponList = weapon.GetListByTier(wl, 1), armorList = al, prefixList = pl, suffixList = sl }; worldList.Add(world); // Create Cave world = new World { worldName = "Cave", backgroundPath = "Background/cave1", soundPath = "Music/cavemusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 004), enemy.GetEnemyById(el, 050), enemy.GetEnemyById(el, 051), enemy.GetEnemyById(el, 041), enemy.GetEnemyById(el, 042), enemy.GetEnemyById(el, 027), enemy.GetEnemyById(el, 028) }, miniBoss = enemy.GetEnemyById(el, 005), boss = enemy.GetEnemyById(el, 006), weaponList = weapon.GetListByTier(wl, 1), armorList = armor.ArmorList(), prefixList = mod.PrefixList(), suffixList = mod.SuffixList() }; worldList.Add(world); // Create River world = new World { worldName = "River", backgroundPath = "Background/river", soundPath = "Music/rivermusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 007), enemy.GetEnemyById(el, 019), enemy.GetEnemyById(el, 020), enemy.GetEnemyById(el, 021), enemy.GetEnemyById(el, 022), enemy.GetEnemyById(el, 014), enemy.GetEnemyById(el, 025), enemy.GetEnemyById(el, 026) }, miniBoss = enemy.GetEnemyById(el, 008), boss = enemy.GetEnemyById(el, 009), weaponList = weapon.GetListByTier(wl, 2), armorList = armor.ArmorList(), prefixList = mod.PrefixList(), suffixList = mod.SuffixList() }; worldList.Add(world); // Create Swamp world = new World { worldName = "Swamp", backgroundPath = "Background/forest2", soundPath = "Music/swampmusic", enemyList = new List <Enemy> { enemy.GetEnemyById(el, 043), enemy.GetEnemyById(el, 046), enemy.GetEnemyById(el, 047), enemy.GetEnemyById(el, 048), enemy.GetEnemyById(el, 049), enemy.GetEnemyById(el, 023), enemy.GetEnemyById(el, 024) }, miniBoss = enemy.GetEnemyById(el, 044), boss = enemy.GetEnemyById(el, 045), weaponList = weapon.GetListByTier(wl, 2), armorList = armor.ArmorList(), prefixList = mod.PrefixList(), suffixList = mod.SuffixList() }; worldList.Add(world); return(worldList); }