static string GetArtifactKey(ItemTypeAllowed type) { string key = ""; if (type == ItemTypeAllowed.Weapon) { key = WeaponArtifacts[Random.Range(0, WeaponArtifacts.Count)]; } else if (type == ItemTypeAllowed.Ammo) { key = AmmoArtifacts[Random.Range(0, AmmoArtifacts.Count)]; } else if (type == ItemTypeAllowed.Wearable) { key = WearableArtifacts[Random.Range(0, WearableArtifacts.Count)]; } else if (type == ItemTypeAllowed.Accessory) { key = ConsumableArtifacts[Random.Range(0, ConsumableArtifacts.Count)]; } else if (type == ItemTypeAllowed.Any) { key = AnyArtifact[Random.Range(0, AnyArtifact.Count)]; } return(key); }
static string GetItemKey(ItemTypeAllowed type) { string key = ""; if (type == ItemTypeAllowed.Weapon) { key = Weapons[Random.Range(0, Weapons.Count)]; } else if (type == ItemTypeAllowed.Ammo) { key = Ammo[Random.Range(0, Ammo.Count)]; } else if (type == ItemTypeAllowed.Wearable) { key = Wearables[Random.Range(0, Wearables.Count)]; } else if (type == ItemTypeAllowed.Accessory) { key = Consumables[Random.Range(0, Consumables.Count)]; } else if (type == ItemTypeAllowed.Any) { key = AnyItem[Random.Range(0, AnyItem.Count)]; } return(key); }
public ItemModifier(ItemModifier data) { if (data != null) { Name = data.Name; Key = data.Key; Description = data.Description; Type = data.Type; MaterialHardness = data.MaterialHardness; AllowedItemType = data.AllowedItemType; HoursToBuild = data.HoursToBuild; DurabilityModifier = data.DurabilityModifier; Actions = data.Actions; Rarity = data.Rarity; MainColor = new GameColor(data.MainColor); SecondaryColor = new GameColor(data.SecondaryColor); Value = data.Value; Components = new List <AbilityComponent>(); for (int i = 0; i < data.Components.Count; i++) { Components.Add(data.Components[i]); } Effects = new List <AbilityEffect>(); for (int i = 0; i < data.Effects.Count; i++) { Effects.Add(data.Effects[i]); } } else { Debug.Log("ItemModifier(ItemModifier data) data == null"); Name = ""; Key = ""; Power = 0; HoursToBuild = 0; Actions = 0; Rarity = Rarity.Common; Type = ItemModifierType.None; AllowedItemType = ItemTypeAllowed.None; MaterialHardness = MaterialHardness.None; MainColor = new GameColor(); SecondaryColor = new GameColor(); Components = new List <AbilityComponent>(); Effects = new List <AbilityEffect>(); } }
public static ItemData CreateArtifact(ItemTypeAllowed type) { bool setDataAllowed = true; string itemKey = GetArtifactKey(type); ItemData newItem = new ItemData(Database.GetItem(itemKey), 1); newItem.ArtifactData = GenerateArtifactData(); if (setDataAllowed == true && Random.Range(1, 101) < 10) { newItem.SetData = GenerateSetData(); } newItem.CalculateAttributes(); newItem.SetText(); return(newItem); }
public ItemModifier() { Name = ""; Key = ""; Description = "empty"; Power = 0; HoursToBuild = 0; Actions = 0; Rarity = Rarity.Common; Type = ItemModifierType.None; AllowedItemType = ItemTypeAllowed.None; MaterialHardness = MaterialHardness.None; MainColor = new GameColor(); SecondaryColor = new GameColor(); Components = new List <AbilityComponent>(); Effects = new List <AbilityEffect>(); }
public static ItemData CreateRandomItem(ItemTypeAllowed type, int pre_chance, int post_chance) { string itemKey = GetItemKey(type); string material = GetMaterial(itemKey); string plus = "", pre = "", post = ""; plus = Qualities[Random.Range(0, Qualities.Count)]; if (Random.Range(0, 100) < pre_chance) { pre = PreEnchants[Random.Range(0, PreEnchants.Count)]; } if (Random.Range(0, 100) < post_chance) { post = PostEnchants[Random.Range(0, PostEnchants.Count)]; } ItemData item = CreateItem(itemKey, material, plus, pre, post, 1); return(item); }
public ItemModifier(string name, string key, int power, int hours, int value, int dur_mod, int actions, ItemModifierType type, MaterialHardness hardness, ItemTypeAllowed item_type, Rarity rarity) { Name = name; Key = key; Description = "empty"; Type = type; Actions = actions; Power = power; HoursToBuild = hours; DurabilityModifier = dur_mod; Value = value; Rarity = rarity; MaterialHardness = hardness; AllowedItemType = item_type; MainColor = new GameColor(); SecondaryColor = new GameColor(); Components = new List <AbilityComponent>(); Effects = new List <AbilityEffect>(); }
public static ItemShort CreateRandomItemShort(ItemTypeAllowed type, int pre_chance, int post_chance) { ItemData item = CreateRandomItem(type, pre_chance, post_chance); return(new ItemShort(item)); }