public IronVambraces(Random randAttack) : base() { _defenseValue = randAttack.Next(3, 9); _isNatural = false; _name = "Iron Vambraces"; _slot = InventorySlotId.VAMBRACES; }
public SteelChestPiece(Random randAttack) : base() { _defenseValue = randAttack.Next(7, 14); _isNatural = false; _name = "Steel ChestPiece"; _slot = InventorySlotId.CHESTPIECE; }
public BronzeHelmet(Random randAttack) : base() { _defenseValue = randAttack.Next(1, 5); _isNatural = false; _name = "Bronze Helmet"; _slot = InventorySlotId.HELMET; }
public Item Unequip(InventorySlotId slot) { Item itemToUnequip = _slots[(int)slot]; _slots[(int)slot] = null; return(itemToUnequip); }
public SteelHelmet(Random randAttack) : base() { _defenseValue = randAttack.Next(7, 14); _isNatural = false; _name = "Steel Helmet"; _slot = InventorySlotId.HELMET; }
public SmallHealthPotion(Random healValue) : base() { _healValue = healValue.Next(1, 6); _name = "Small Health Potion"; _slot = InventorySlotId.POTION1; _slot2 = InventorySlotId.POTION2; }
public Item Equip(InventorySlotId slot, Item item) { Item oldItem = null; if (slot == InventorySlotId.POTION1 || slot == InventorySlotId.POTION2) { if (_slots[6] == null) { _slots[6] = item; } else if (_slots[7] == null) { _slots[7] = item; } else { // FIXME: Use (int)slot instead of always assigning to 6 oldItem = _slots[6]; _slots[6] = item; } return(oldItem); } else { oldItem = _slots[(int)slot]; _slots[(int)slot] = item; return(oldItem); } }
public SteelSword(Random randAttack) : base() { _attackValue = randAttack.Next(13, 26); _isNatural = false; _name = "Steel Sword"; _slot = InventorySlotId.WEAPON; }
public UltraSword(Random randAttack) : base() { this._attackValue = randAttack.Next(30, 51); _isNatural = false; _name = "Ultra Sword"; _slot = InventorySlotId.WEAPON; }
public IronChestpiece(Random randAttack) : base() { _defenseValue = randAttack.Next(3, 9); _isNatural = false; _name = "Iron ChestPiece"; _slot = InventorySlotId.CHESTPIECE; }
public RandomHealthPotion(Random healValue) : base() { _healValue = healValue.Next(-15, 30); _name = "Random Health Potion"; _slot = InventorySlotId.POTION1; _slot2 = InventorySlotId.POTION2; }
public Item Unequip(InventorySlotId slot) { Item removedItem = _items[slot]; _items[slot] = null; return(removedItem); }
public LargeHealthPotion(Random healValue) : base() { _healValue = healValue.Next(25, 31); _name = "Large Health Potion"; _slot = InventorySlotId.POTION1; _slot2 = InventorySlotId.POTION2; }
public Item UnEquip(InventorySlotId slot) { Item prevItem = _slots[(int)slot]; _slots[(int)slot] = null; return(prevItem); }
public Item Unequip(InventorySlotId slot) { var oldItem = _items[slot]; _items[slot] = null; return(oldItem); }
public IronSword(Random randAttack) : base() { _attackValue = randAttack.Next(8, 16); _isNatural = false; _name = "Iron Sword"; _slot = InventorySlotId.WEAPON; }
public MediumHealthPotion(Random healValue) : base() { _healValue = healValue.Next(10, 21); _name = "Medium Health Potion"; _slot = InventorySlotId.POTION1; _slot2 = InventorySlotId.POTION2; }
public SteelGreaves(Random randAttack) : base() { _defenseValue = randAttack.Next(7, 14); _isNatural = false; _name = "Steel Greaves"; _slot = InventorySlotId.GREAVES; }
public BronzeGreaves(Random randAttack) : base() { _defenseValue = randAttack.Next(1, 5); _isNatural = false; _name = "Bronze Greaves"; _slot = InventorySlotId.GREAVES; }
public Gambeson(Random randAttack) : base() { _defenseValue = randAttack.Next(1, 5); _isNatural = false; _name = "Gambeson"; _slot = InventorySlotId.CHESTPIECE; }
public NaturalWeapon(Random randAttack, int lowerRange, int upperRange) : base() { //int swordAttack = randAttack.Next(4, 11); _attackValue = randAttack.Next(lowerRange, upperRange + 1); _isNatural = true; _name = "Natural"; _slot = InventorySlotId.WEAPON; }
public BronzeHelmet() : base() { _name = "Bronze Helmet"; _defenseValue = 2; _isNatural = false; _weight = 3; _slot = InventorySlotId.HELMET; }
public GoldVambraces() : base() { _name = "Gold Vambraces"; _defenseValue = 5; _isNatural = false; _weight = 5; _slot = InventorySlotId.VAMBRACES; }
public GoldSword() : base() { _name = "Gold Sword"; _attackValue = 5; _isNatural = false; _weight = 5; _slot = InventorySlotId.WEAPON; }
public HeroSword() : base() { _name = "Hero Sword"; _attackValue = 8; _isNatural = false; _weight = 7; _slot = InventorySlotId.WEAPON; }
public BronzeSword() : base() { _name = "Bronze Sword"; _attackValue = 2; _isNatural = false; _weight = 3; _slot = InventorySlotId.WEAPON; }
public Item Equip(InventorySlotId slot, Item item) { //_items.Add(slot, item); var oldItem = _items[slot]; _items[slot] = item; return(oldItem); }
public BronzeSword(Random randAttack) : base() { //int swordAttack = randAttack.Next(4, 11); _attackValue = randAttack.Next(4, 11); _isNatural = false; _name = "Bronze Sword"; _slot = InventorySlotId.WEAPON; }
public SoulSword() : base() { _name = "Soul Sword"; _attackValue = 10; _isNatural = false; _weight = 10; _slot = InventorySlotId.WEAPON; }
public HeroChestpiece() : base() { _name = "Hero Chestpiece"; _defenseValue = 8; _isNatural = false; _weight = 5; _slot = InventorySlotId.CHESTPIECE; }