internal string GetDifficultyDropRate(TreasureClass treasure) { if (treasure.NormalChance == -1 && treasure.NightmareChance == -1 && treasure.HellChance == -1) { if (treasure.Difficulty == 0 && treasure.NoDrop != 100) { return("Normal: " + treasure.NoDrop + "%"); } if (treasure.Difficulty == 1 && treasure.NoDrop != 100) { return("Nightmare: " + treasure.NoDrop + "%"); } if (treasure.Difficulty == 2 && treasure.NoDrop != 100) { return("Hell: " + treasure.NoDrop + "%"); } if (treasure.NoDrop != 100) { return(treasure.NoDrop + "%"); } return(string.Empty); } string difficulty = string.Empty; difficulty += "Normal: " + ((treasure.NormalChance != -1) ? treasure.NormalChance : 0) + "%"; difficulty += ", "; difficulty += "Nightmare: " + ((treasure.NightmareChance != -1) ? treasure.NightmareChance : 0) + "%"; difficulty += ", "; difficulty += "Hell: " + ((treasure.HellChance != -1) ? treasure.HellChance : 0) + "%"; //difficulty = "(" + difficulty + ")"; return(difficulty); }
internal int GetRowSpan(TreasureClass treasure) { return(treasure.Drops.Count(drop => drop.Type == ClassType.Item || drop.Type == ClassType.Unit)); }
internal bool HasContent(TreasureClass treasure) { return(treasure.Drops.Any(drop => drop.Type == ClassType.Item || drop.Type == ClassType.Unit || drop.Type == ClassType.Quality)); }