示例#1
0
        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);
        }
示例#2
0
 internal int GetRowSpan(TreasureClass treasure)
 {
     return(treasure.Drops.Count(drop => drop.Type == ClassType.Item || drop.Type == ClassType.Unit));
 }
示例#3
0
 internal bool HasContent(TreasureClass treasure)
 {
     return(treasure.Drops.Any(drop => drop.Type == ClassType.Item || drop.Type == ClassType.Unit || drop.Type == ClassType.Quality));
 }