示例#1
0
    // Returns A Teir 1 Damage Enchant
    public static Tier1_Damage_Enchants GetTierOneDamageEnchant(Enchant e, int c = -1)
    {
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 13);
        }
        else
        {
            i = c;
        }
        if (i == 0)
        {
            e.SetEnchantName("Nethers");
            e.SetEnchantName("Twisted", true);
            e.aether_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power         = e.aether_damage;
            e.SetBonusStatText(e.aether_damage.ToString() + " (T1)Aether Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Aether;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Aether1);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Trickles");
            e.SetEnchantName("Trickling", true);
            e.bleeding_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power           = e.bleeding_damage;
            e.SetBonusStatText(e.bleeding_damage.ToString() + " (T1)Bleeding Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Bleeding;
            return(Tier1_Damage_Enchants.Blood1);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Nights");
            e.SetEnchantName("Dark", true);
            e.dark_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power       = e.dark_damage;
            e.SetBonusStatText(e.dark_damage.ToString() + " (T1)Dark Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Dark;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Dark1);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Pebbles");
            e.SetEnchantName("Heavy", true);
            e.earth_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power        = e.earth_damage;
            e.SetBonusStatText(e.earth_damage.ToString() + " (T1)Earth Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Earth;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Earth1);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Flames");
            e.SetEnchantName("Flaming", true);
            e.fire_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power       = e.fire_damage;
            e.SetBonusStatText(e.fire_damage.ToString() + " (T1)Fire Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Fire;
            e.e_doType     = Damage_OT.Damage_OTType.Fire;
            return(Tier1_Damage_Enchants.Fire1);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Ice");
            e.SetEnchantName("Icey", true);
            e.ice_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power      = e.ice_damage;
            e.SetBonusStatText(e.ice_damage.ToString() + " (T1)Ice Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Ice;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Ice1);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Prayers");
            e.SetEnchantName("Praying", true);
            e.light_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power        = e.light_damage;
            e.SetBonusStatText(e.light_damage.ToString() + " (T1)Light Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Light;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Light1);
        }
        else if (i == 7)
        {
            e.SetEnchantName("Shocks");
            e.SetEnchantName("Shocking", true);
            e.thunder_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power          = e.thunder_damage;
            e.SetBonusStatText(e.thunder_damage.ToString() + " (T1)Thunder Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Thunder;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Lightning1);
        }
        else if (i == 8)
        {
            e.SetEnchantName("Harm");
            e.SetEnchantName("Harming", true);
            e.p_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power    = e.p_damage;
            e.SetBonusStatText(e.p_damage.ToString() + " (T1)Physical Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Physical1);
        }
        else if (i == 9)
        {
            e.SetEnchantName("Poison");
            e.SetEnchantName("Poisoning", true);
            e.poison_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power         = e.poison_damage;
            e.SetBonusStatText(e.poison_damage.ToString() + " (T1)Poison Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Poison;
            return(Tier1_Damage_Enchants.Poison1);
        }
        else if (i == 10)
        {
            e.SetEnchantName("Faries");
            e.SetEnchantName("Pixie", true);
            e.soul_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power       = e.soul_damage;
            e.SetBonusStatText(e.soul_damage.ToString() + " (T1)Soul Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Soul;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Soul1);
        }
        else if (i == 11)
        {
            e.SetEnchantName("Water");
            e.SetEnchantName("Watered", true);
            e.water_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power        = e.water_damage;
            e.SetBonusStatText(e.water_damage.ToString() + " (T1)Water Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Water;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Water1);
        }
        else if (i == 12)
        {
            e.SetEnchantName("Water");
            e.SetEnchantName("Watered", true);
            e.water_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power        = e.water_damage;
            e.SetBonusStatText(e.water_damage.ToString() + " (T1)Water Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Wind;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier1_Damage_Enchants.Wind1);
        }
        else
        {
            e.SetEnchantName("Flames");
            e.SetEnchantName("Flaming", true);
            e.fire_damage = Random.Range((1 * (int)(e.w_damage / lMod + 1)), (int)((e.w_damage / lMod) + (e.level / lMod)) + 1);
            e.power       = e.fire_damage;
            e.SetBonusStatText(e.fire_damage.ToString() + " (T1)Fire Damage");
            e.enchantValue = 2.15f;
            e.e_dType      = Damage.DamageType.Fire;
            e.e_doType     = Damage_OT.Damage_OTType.Fire;
            return(Tier1_Damage_Enchants.Fire1);
        }
    }
示例#2
0
    // Returns A Teir 2 Damage Enchant
    public static Tier2_Damage_Enchants GetTierTwoDamageEnchant(Enchant e, int c = -1)
    {
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 13);
        }
        else
        {
            i = c;
        }
        if (i == 0)
        {
            e.SetEnchantName("Void");
            e.SetEnchantName("Empty", true);
            e.aether_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power         = e.aether_damage;
            e.SetBonusStatText(e.aether_damage.ToString() + " (T2)Aether Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Aether;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Aether2);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Bloods");
            e.SetEnchantName("Bleeding", true);
            e.bleeding_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power           = e.bleeding_damage;
            e.SetBonusStatText(e.bleeding_damage.ToString() + " (T2)Bleeding Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Bleeding;
            return(Tier2_Damage_Enchants.Blood2);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Evil");
            e.SetEnchantName("Corrupted", true);
            e.dark_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power       = e.dark_damage;
            e.SetBonusStatText(e.dark_damage.ToString() + " (T2)Dark Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Dark;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Dark2);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Stones");
            e.SetEnchantName("Stoning", true);
            e.earth_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power        = e.earth_damage;
            e.SetBonusStatText(e.earth_damage.ToString() + " (T2)Earth Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Earth;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Earth2);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Infernos");
            e.SetEnchantName("Blazing", true);
            e.fire_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power       = e.fire_damage;
            e.SetBonusStatText(e.fire_damage.ToString() + " (T2)Fire Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Fire;
            e.e_doType     = Damage_OT.Damage_OTType.Fire;
            return(Tier2_Damage_Enchants.Fire2);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Glaciers");
            e.SetEnchantName("Frozen", true);
            e.ice_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power      = e.ice_damage;
            e.SetBonusStatText(e.ice_damage.ToString() + " (T2)Ice Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Ice;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Ice2);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Holyness");
            e.SetEnchantName("Holy", true);
            e.light_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power        = e.light_damage;
            e.SetBonusStatText(e.light_damage.ToString() + " (T2)Light Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Light;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Light2);
        }
        else if (i == 7)
        {
            e.SetEnchantName("Thunder");
            e.SetEnchantName("Lightning", true);
            e.thunder_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power          = e.thunder_damage;
            e.SetBonusStatText(e.thunder_damage.ToString() + " (T2)Lightning Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Thunder;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Lightning2);
        }
        else if (i == 8)
        {
            e.SetEnchantName("Strikes");
            e.SetEnchantName("Striking", true);
            e.p_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power    = e.p_damage;
            e.SetBonusStatText(e.p_damage.ToString() + " (T2)Physical Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Physical2);
        }
        else if (i == 9)
        {
            e.SetEnchantName("Disease");
            e.SetEnchantName("Diseased", true);
            e.poison_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power         = e.poison_damage;
            e.SetBonusStatText(e.poison_damage.ToString() + " (T2)Poison Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Poison;
            return(Tier2_Damage_Enchants.Poison2);
        }
        else if (i == 10)
        {
            e.SetEnchantName("Spirits");
            e.SetEnchantName("Spiriting", true);
            e.soul_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power       = e.soul_damage;
            e.SetBonusStatText(e.soul_damage.ToString() + " (T2)Soul Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Soul;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Soul2);
        }
        else if (i == 11)
        {
            e.SetEnchantName("Currents");
            e.SetEnchantName("Flowing", true);
            e.water_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power        = e.water_damage;
            e.SetBonusStatText(e.water_damage.ToString() + " (T2)Water Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Water;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Water2);
        }
        else if (i == 12)
        {
            e.SetEnchantName("Currents");
            e.SetEnchantName("Flowing", true);
            e.water_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power        = e.water_damage;
            e.SetBonusStatText(e.water_damage.ToString() + " (T2)Water Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Wind;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier2_Damage_Enchants.Wind2);
        }
        else
        {
            e.SetEnchantName("Infernos");
            e.SetEnchantName("Blazing", true);
            e.fire_damage = Random.Range((1 * (int)(e.w_damage / mMod + 1)), (int)((e.w_damage / mMod) + (e.level / mMod)) + 1);
            e.power       = e.fire_damage;
            e.SetBonusStatText(e.fire_damage.ToString() + " (T2)Fire Damage");
            e.enchantValue = 3.25f;
            e.e_dType      = Damage.DamageType.Fire;
            e.e_doType     = Damage_OT.Damage_OTType.Fire;
            return(Tier2_Damage_Enchants.Fire2);
        }
    }
示例#3
0
    // Returns A Resistance Enchant
    public static Resistance_Enchants GetResistanceEnchant(Enchant e, int c = -1)
    {
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 12);
        }
        else
        {
            i = c;
        }
        if (i == 0)
        {
            e.SetEnchantName("Aether Resistance");
            e.aether_Resist = 1 * (e.level / 2);
            e.power         = e.aether_Resist;
            e.SetBonusStatText(e.aether_Resist.ToString() + " Aether Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Aether_Resistance);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Bleeding Resistance");
            e.bleeding_Resist = 1 * (e.level / 2);
            e.power           = e.bleeding_Resist;
            e.SetBonusStatText(e.bleeding_Resist.ToString() + " Bleeding Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Bleeding_Resistance);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Dark Resistance");
            e.dark_Resist = 1 * (e.level / 5);
            e.power       = e.dark_Resist;
            e.SetBonusStatText(e.dark_Resist.ToString() + " Dark Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Dark_Resistance);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Earth Resistance");
            e.earth_Resist = 1 * (e.level / 2);
            e.power        = e.earth_Resist;
            e.SetBonusStatText(e.earth_Resist.ToString() + " Earth Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Earth_Resistance);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Fire Resistance");
            e.fire_Resist = 1 * (e.level / 2);
            e.power       = e.fire_Resist;
            e.SetBonusStatText(e.fire_Resist.ToString() + " Fire Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Fire_Resistance);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Ice Resistance");
            e.ice_Resist = 1 * (e.level / 2);
            e.power      = e.ice_Resist;
            e.SetBonusStatText(e.ice_Resist.ToString() + " Ice Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Ice_Resistance);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Light Resistance");
            e.light_Resist = 1 * (e.level / 5);
            e.power        = e.light_Resist;
            e.SetBonusStatText(e.light_Resist.ToString() + " Light Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Light_Resistance);
        }
        else if (i == 7)
        {
            e.SetEnchantName("Poison Resistance");
            e.poison_Resist = 1 * (e.level / 2);
            e.power         = e.poison_Resist;
            e.SetBonusStatText(e.poison_Resist.ToString() + " Poison Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Poison_Resistance);
        }
        else if (i == 8)
        {
            e.SetEnchantName("Soul Resistance");
            e.soul_Resist = 1 * (e.level / 10);
            e.power       = e.soul_Resist;
            e.SetBonusStatText(e.soul_Resist.ToString() + " Soul Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Soul_Resistance);
        }
        else if (i == 9)
        {
            e.SetEnchantName("Thunder Resistance");
            e.thunder_Resist = 1 * (e.level / 2);
            e.power          = e.thunder_Resist;
            e.SetBonusStatText(e.thunder_Resist.ToString() + " Thunder Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Thunder_Resistance);
        }
        else if (i == 10)
        {
            e.SetEnchantName("Water Resistance");
            e.water_Resist = 1 * (e.level / 2);
            e.power        = e.water_Resist;
            e.SetBonusStatText(e.water_Resist.ToString() + " Water Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Water_Resistance);
        }
        else if (i == 11)
        {
            e.SetEnchantName("Wind Resistance");
            e.wind_Resist = 1 * (e.level / 2);
            e.power       = e.wind_Resist;
            e.SetBonusStatText(e.wind_Resist.ToString() + " Wind Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Wind_Resistance);
        }
        else
        {
            e.SetEnchantName("Fire Resistance");
            e.fire_Resist = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power       = e.fire_Resist;
            e.SetBonusStatText(e.fire_Resist.ToString() + " Fire Resistance");
            e.enchantValue = 0.75f;
            return(Resistance_Enchants.Fire_Resistance);
        }
    }
示例#4
0
    // Returns A Tertiary Enchant
    public static Tertiary_Stats_Enchants GetTertiaryEnchant(Enchant e, int c = -1)
    {
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 7);
        }
        else
        {
            i = c;
        }
        if (i == 0)
        {
            e.SetEnchantName("Greed");
            e.currency_percent = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power            = e.currency_percent;
            e.SetBonusStatText(e.currency_percent.ToString() + " Bonus Credits %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Currency_Increase_Percent);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Overpowering");
            e.damage_percent = Random.Range(1, 11);
            e.power          = e.damage_percent;
            e.SetBonusStatText(e.damage_percent.ToString() + " DMG %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Damage_Percent);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Tenacity");
            e.energy_percent = Random.Range(1, 11);
            e.power          = e.energy_percent;
            e.SetBonusStatText(e.energy_percent.ToString() + " Energy %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Energy_Points_Percent);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Vampirism");
            e.lifesteal_percent = Random.Range(1, 11);
            e.power             = e.lifesteal_percent;
            e.SetBonusStatText(e.lifesteal_percent.ToString() + " Lifesteal %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Lifesteal_Percent);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Life");
            e.life_percent = Random.Range(1, 11);
            e.power        = e.life_percent;
            e.SetBonusStatText(e.life_percent.ToString() + " Life %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Life_Points_Percent);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Chance");
            e.magic_chance = Random.Range(1 * (int)(e.level / 5f), 10 * (int)(e.level / 5f));
            e.power        = e.magic_chance;
            e.SetBonusStatText(e.magic_chance.ToString() + " Lucky Find %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Magic_Drop_Chance);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Magic");
            e.spell_percent = Random.Range(1, 11);
            e.power         = e.spell_percent;
            e.SetBonusStatText(e.spell_percent.ToString() + " Spell Points %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Spell_Points_Percent);
        }
        else
        {
            e.SetEnchantName("Greed");
            e.currency_percent = Random.Range(1 * (int)(e.level / 25f), 10 * (int)(e.level / 25f));
            e.power            = e.currency_percent;
            e.SetBonusStatText(e.currency_percent.ToString() + " Bonus Credits %");
            e.enchantValue = 1.75f;
            return(Tertiary_Stats_Enchants.Currency_Increase_Percent);
        }
    }
示例#5
0
    // Returns A Secondary Enchant
    public static Secondary_Stats_Enchants GetSecondaryEnchant(Enchant e, int c = -1)
    {
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 12);
        }
        else
        {
            i = c;
        }
        if (i == 0)
        {
            e.SetEnchantName("Armor Piercing");
            e.armor_Pen = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power     = e.armor_Pen;
            e.SetBonusStatText(e.armor_Pen.ToString() + " Armor Piercing");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Armor_Penetration);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Energy");
            e.energyPoints = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power        = e.energyPoints;
            e.SetBonusStatText(e.energyPoints.ToString() + " Energy");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Energy_Points);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Evasion");
            e.evasion = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power   = e.evasion;
            e.SetBonusStatText(e.evasion.ToString() + " Evasion");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Evasion);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Ferocity");
            e.ferocity = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power    = e.ferocity;
            e.SetBonusStatText(e.ferocity.ToString() + " Ferocity");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Ferocity);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Health");
            e.healthPoints = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power        = e.healthPoints;
            e.SetBonusStatText(e.healthPoints.ToString() + " Health");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Health_Points);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Perception");
            e.perception = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power      = e.perception;
            e.SetBonusStatText(e.perception.ToString() + " Perception");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Perception);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Armor");
            e.p_Resist = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power    = e.p_Resist;
            e.SetBonusStatText(e.p_Resist.ToString() + " Armor");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Physical_resistance);
        }
        else if (i == 7)
        {
            e.SetEnchantName("Speed");
            e.speed = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power = e.speed;
            e.SetBonusStatText(e.speed.ToString() + " Speed");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Speed);
        }
        else if (i == 8)
        {
            e.SetEnchantName("Spell Piercing");
            e.spell_Pen = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power     = e.spell_Pen;
            e.SetBonusStatText(e.spell_Pen.ToString() + " Spell Piercing");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Spell_Penetration);
        }
        else if (i == 9)
        {
            e.SetEnchantName("Mana");
            e.spellPoints = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power       = e.spellPoints;
            e.SetBonusStatText(e.spellPoints.ToString() + " Mana");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Spell_Points);
        }
        else if (i == 10)
        {
            e.SetEnchantName("Spirit");
            e.spirit = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power  = e.spirit;
            e.SetBonusStatText(e.spirit.ToString() + " Spirit");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Spirit);
        }
        else if (i == 11)
        {
            e.SetEnchantName("Wisdom");
            e.wisdom = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power  = e.wisdom;
            e.SetBonusStatText(e.wisdom.ToString() + " Wisdom");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Wisdom);
        }
        else
        {
            e.SetEnchantName("Health");
            e.healthPoints = Random.Range((1 * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power        = e.healthPoints;
            e.SetBonusStatText(e.healthPoints.ToString() + " Health");
            e.enchantValue = 0.85f;
            return(Secondary_Stats_Enchants.Health_Points);
        }
    }
示例#6
0
    // Returns A Primary Enchant
    public static Primary_Stats_Enchants GetPrimaryEnchant(Enchant e, int c = -1, Item.ItemQualityModifiers quality = Item.ItemQualityModifiers.Basic)
    {
        float qMod = 1f;

        if ((int)quality > 1)
        {
            qMod = ((int)quality / 1.75f) + 1f;
        }
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 7);
        }
        else
        {
            i = c;
        }
        int j = Random.Range(1, 4);

        if (i == 0)
        {
            e.SetEnchantName("Strength");
            if (j == 1)
            {
                e.SetEnchantDesc("You feel stronger when this is equipped.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("Your criticals will do more damage.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Your physical attacks will do more damage.");
            }
            e.strength = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power    = e.strength;
            e.SetBonusStatText(e.strength.ToString() + " Strength");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Strength);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Dexterity");
            if (j == 1)
            {
                e.SetEnchantDesc("Enchanted with dexterity.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("Your criticals will be more likely.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Your criticals will do more damage.");
            }
            e.dexterity = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.SetBonusStatText(e.dexterity.ToString() + " Dexterity");
            e.power        = e.dexterity;
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Dexterity);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Intellect");
            if (j == 1)
            {
                e.SetEnchantDesc("Your magical attacks will do more damage.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will resist magical damage more.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with intellegence.");
            }
            e.intellect = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.SetBonusStatText(e.intellect.ToString() + " Intellect");
            e.power        = e.intellect;
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Intellect);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Endurance");
            if (j == 1)
            {
                e.SetEnchantDesc("You will be able to do more things than usual.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You can handle physical attacks more.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with endurance.");
            }
            e.endurance = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power     = e.endurance;
            e.SetBonusStatText(e.endurance.ToString() + " Endurance");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Endurance);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Vitality");
            if (j == 1)
            {
                e.SetEnchantDesc("You will have more life force.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will regenerate health faster.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with vitality.");
            }
            e.vitality = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power    = e.vitality;
            e.SetBonusStatText(e.vitality.ToString() + " Vitality");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Vitality);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Agility");
            if (j == 1)
            {
                e.SetEnchantDesc("You will move faster.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will have the chance to evade attacks.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with agility.");
            }
            e.agility = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power   = e.agility;
            e.SetBonusStatText(e.agility.ToString() + " Agility");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Agility);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Luck");
            if (j == 1)
            {
                e.SetEnchantDesc("You will have more fortune.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will have better chances at getting rare items.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with Luck.");
            }
            e.luck  = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power = e.luck;
            e.SetBonusStatText(e.luck.ToString() + " Luck");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Luck);
        }
        else
        {
            e.SetEnchantName("Luck");
            if (j == 1)
            {
                e.SetEnchantDesc("You will have more fortune.");
            }
            else if (j == 2)
            {
                e.SetEnchantDesc("You will have better chances at getting rare items.");
            }
            else if (j == 3)
            {
                e.SetEnchantDesc("Enchanted with Luck.");
            }
            e.luck  = Random.Range(((int)qMod * ((int)(e.level / 4.5f + 1))), (3 * ((int)(e.level / 5f + 1))));
            e.power = e.luck;
            e.SetBonusStatText(e.luck.ToString() + " Luck");
            e.enchantValue = 1.75f;
            return(Primary_Stats_Enchants.Luck);
        }
    }
示例#7
0
    // Returns A Tier 3 Damage Enchant
    public static Tier3_Damage_Enchants GetTierThreeDamageEnchant(Enchant e, int c = -1)
    {
        int i = 0;

        if (c == -1)
        {
            i = Random.Range(0, 13);
        }
        else
        {
            i = c;
        }
        if (i == 0)
        {
            e.SetEnchantName("Abyss");
            e.SetEnchantName("Abyssmal", true);
            e.aether_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power         = e.aether_damage;
            e.SetBonusStatText(e.aether_damage.ToString() + " (T3)Aether Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Aether;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Aether3);
        }
        else if (i == 1)
        {
            e.SetEnchantName("Garrottes");
            e.SetEnchantName("Garrotting", true);
            e.bleeding_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power           = e.bleeding_damage;
            e.SetBonusStatText(e.bleeding_damage.ToString() + " (T3)Blood Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Bleeding;
            return(Tier3_Damage_Enchants.Blood3);
        }
        else if (i == 2)
        {
            e.SetEnchantName("Death");
            e.SetEnchantName("Deathly", true);
            e.dark_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power       = e.dark_damage;
            e.SetBonusStatText(e.dark_damage.ToString() + " (T3)Dark Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Dark;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Dark3);
        }
        else if (i == 3)
        {
            e.SetEnchantName("Boulders");
            e.SetEnchantName("Caving", true);
            e.earth_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power        = e.earth_damage;
            e.SetBonusStatText(e.earth_damage.ToString() + " (T3)Earth Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Earth;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Earth3);
        }
        else if (i == 4)
        {
            e.SetEnchantName("Hades");
            e.SetEnchantName("Hellish", true);
            e.fire_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power       = e.fire_damage;
            e.SetBonusStatText(e.fire_damage.ToString() + " (T3)Fire Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Fire;
            e.e_doType     = Damage_OT.Damage_OTType.Fire;
            return(Tier3_Damage_Enchants.Fire3);
        }
        else if (i == 5)
        {
            e.SetEnchantName("Blizzards");
            e.SetEnchantName("Winters", true);
            e.ice_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power      = e.ice_damage;
            e.SetBonusStatText(e.ice_damage.ToString() + " (T3)Ice Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Ice;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Ice3);
        }
        else if (i == 6)
        {
            e.SetEnchantName("Salvation");
            e.SetEnchantName("Divine", true);
            e.light_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power        = e.light_damage;
            e.SetBonusStatText(e.light_damage.ToString() + " (T3)Light Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Light;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Light3);
        }
        else if (i == 7)
        {
            e.SetEnchantName("LIGHTNING HERE");
            e.SetEnchantName("Storming", true);
            e.thunder_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power          = e.thunder_damage;
            e.SetBonusStatText(e.thunder_damage.ToString() + " (T3)Lightning Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Thunder;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Lightning3);
        }
        else if (i == 8)
        {
            e.SetEnchantName("Damage");
            e.SetEnchantName("Damaging", true);
            e.p_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power    = e.p_damage;
            e.SetBonusStatText(e.p_damage.ToString() + " (T3)Physical Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Physical3);
        }
        else if (i == 9)
        {
            e.SetEnchantName("Plagues");
            e.SetEnchantName("Plaging", true);
            e.poison_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power         = e.poison_damage;
            e.SetBonusStatText(e.poison_damage.ToString() + " (T3)Poison Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Normal;
            e.e_doType     = Damage_OT.Damage_OTType.Poison;
            return(Tier3_Damage_Enchants.Poison3);
        }
        else if (i == 10)
        {
            e.SetEnchantName("Souls");
            e.SetEnchantName("Soulful", true);
            e.soul_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power       = e.soul_damage;
            e.SetBonusStatText(e.soul_damage.ToString() + " (T3)Soul Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Soul;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Soul3);
        }
        else if (i == 11)
        {
            e.SetEnchantName("Floods");
            e.SetEnchantName("Drowning", true);
            e.water_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power        = e.water_damage;
            e.SetBonusStatText(e.water_damage.ToString() + " (T3)Water Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Water;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Water3);
        }
        else if (i == 12)
        {
            e.SetEnchantName("WIND HERE");
            e.SetEnchantName("PLUREL WIND HERE", true);
            e.water_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power        = e.water_damage;
            e.SetBonusStatText(e.water_damage.ToString() + " (T3)Wind Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Wind;
            e.e_doType     = Damage_OT.Damage_OTType.Normal;
            return(Tier3_Damage_Enchants.Wind3);
        }
        else
        {
            e.SetEnchantName("Hades");
            e.SetEnchantName("Hellish", true);
            e.fire_damage = Random.Range((1 * (int)(e.w_damage / hMod + 1)), (int)((e.w_damage / hMod) + (e.level / hMod)) + 1);
            e.power       = e.fire_damage;
            e.SetBonusStatText(e.fire_damage.ToString() + " (T3)Fire Damage");
            e.enchantValue = 4.65f;
            e.e_dType      = Damage.DamageType.Fire;
            e.e_doType     = Damage_OT.Damage_OTType.Fire;
            return(Tier3_Damage_Enchants.Fire3);
        }
    }