public void buyItem(equipItem i) { Console.Clear(); Console.WriteLine("\n\nThe " + i.name + " should come in handy where your going. \n\nUse it wisely."); //add item to inventory //subtract from players money }
public static equipItem genArmor() { List<material> M = new List<material> { new material("Wood",1,1,1,1,8), new material("Steel",3,4,2,50,25), new material("Iron",4,3,2,40,20), new material("Plastic",0,0,2,10,10), new material("Polymer",3,5,5,60,30), new material("Chainmail",2,4,1,70,35), new material("Adamantine",7,7,6,90,45), new material("Gold",5,5,5,65,33), new material("Silver",4,4,4,55,30), new material("Bone",4,8,6,80,45), new material("Stone",1,2,2,20,15), new material("Bronze",4,3,3,27,18), new material("Copper",3,4,3,33,20), new material("Obsidian",7,7,7,100,50), }; List<material> Armor = new List<material> { new material("Tunic",1,1,1,1,5), new material("Robe",3,4,2,30,24), new material("Riot Suit",4,3,2,45,40), new material("Helmet",0,0,2,35,30), new material("Ballistic Vest",3,5,5,40,35), new material("BattleDress",2,4,1,15,10), new material("BombSuit",7,7,6,20,13), new material("Kilt",3,5,5,25,18), new material("TrenchCoat",4,4,4,50,45), new material("HazMat Suit",8,5,5,100,60), new material("Cuirass",1,2,2,55,47), new material("Linothorax",2,2,2,60,50), new material("ExoSkeleton",7,7,6,90,54), new material("Protective Bubble",7,7,7,95,58), }; int stat1 = StaticRandom.Instance.Next(1, 110); int stat2 = StaticRandom.Instance.Next(1, 110); material mat = (from material in M where material.rarity <= stat1 orderby material.rarity descending select material).FirstOrDefault(); material item = (from material in Armor where material.rarity <= stat2 orderby material.rarity descending select material).FirstOrDefault(); int newAtk = mat.atkUp + item.atkUp; int newDef = mat.defUp + item.defUp; int newHealth = mat.healthUp + item.healthUp; string fullName = mat.name + " " + item.name; double price = mat.price + item.price; equipItem armor = new equipItem(fullName, newAtk, newDef, newHealth,price); return armor; }
public static equipItem genWeapon() { List<material> M = new List<material> { new material("Wood",1,1,1,1,8), new material("Steel",3,4,2,50,25), new material("Iron",4,3,2,40,20), new material("Plastic",0,0,2,10,10), new material("Polymer",3,5,5,60,30), new material("Chainmail",2,4,1,70,35), new material("Adamantine",7,7,6,90,45), new material("Gold",5,5,5,65,33), new material("Silver",4,4,4,55,30), new material("Bone",4,8,6,80,45), new material("Stone",1,2,2,20,15), new material("Bronze",4,3,3,27,18), new material("Copper",3,4,3,33,20), new material("Obsidian",7,7,7,100,50), }; List<material> WeaponItem = new List<material> { new material("SlingShot",1,1,1,1,10), new material("Dagger",3,4,2,10,17), new material("Mace",4,3,2,27,30), new material("Bow",3,5,2,20,24), new material("Whip",3,5,5,35,36), new material("DartGun",2,4,1,44,41), new material("Musket",7,7,6,51,45), new material("ChainSaw",5,5,5,59,55), new material("Sword",4,4,4,66,60), new material("Uzi",8,5,5,100,90), new material("Staff",1,2,2,75,65), new material("Boomerang",2,2,2,85,70), new material("Trident",7,7,6,95,80), new material("Rocket Launcher",7,7,7,105,100), }; int stat1 = StaticRandom.Instance.Next(1, 110); int stat2 = StaticRandom.Instance.Next(1, 110); material mat = (from material in M where material.rarity <= stat1 orderby material.rarity descending select material).FirstOrDefault(); material item = (from material in WeaponItem where material.rarity <= stat2 orderby material.rarity descending select material).FirstOrDefault(); int newAtk = mat.atkUp + item.atkUp; int newDef = mat.defUp + item.defUp; int newHealth = mat.healthUp + item.healthUp; string fullName = mat.name + " " + item.name; double price = mat.price + item.price; equipItem weapon = new equipItem(fullName, newAtk, newDef, newHealth,price); return weapon; }
public static equipItem genShield() { List<material> M = new List<material> { new material("Wood",1,1,1,1,8), new material("Steel",3,4,2,50,25), new material("Iron",4,3,2,40,20), new material("Plastic",0,0,2,10,10), new material("Polymer",3,5,5,60,30), new material("Chainmail",2,4,1,70,35), new material("Adamantine",7,7,6,90,45), new material("Gold",5,5,5,65,33), new material("Silver",4,4,4,55,30), new material("Bone",4,8,6,80,45), new material("Stone",1,2,2,20,15), new material("Bronze",4,3,3,27,18), new material("Copper",3,4,3,33,20), new material("Obsidian",7,7,7,100,50), }; List<material> Shield = new List<material> { new material("Broken",1,1,1,1,7), new material("Scotum",3,4,2,25,18), new material("Buckler",4,3,2,60), new material("Kite",2,2,2,30,20), new material("Heater",3,5,5,70,45), new material("Cracked",2,4,1,10,10), new material("Tower",7,7,6,20,15), new material("Parma",3,5,5,55,40), new material("Klar",4,4,4,75,50), new material("Boss",3,5,5,80,55), new material("Light",1,2,2,50,35), new material("Heavy",2,2,2,45,30), new material("QuickDraw",7,7,6,90,60), new material("Magical",7,7,7,100,65), }; int stat1 = StaticRandom.Instance.Next(1, 110); int stat2 = StaticRandom.Instance.Next(1, 110); material mat = (from material in M where material.rarity <= stat1 orderby material.rarity descending select material).FirstOrDefault(); material item = (from material in Shield where material.rarity <= stat2 orderby material.rarity descending select material).FirstOrDefault(); int newAtk = mat.atkUp + item.atkUp; int newDef = mat.defUp + item.defUp; int newHealth = mat.healthUp + item.healthUp; string fullName = mat.name + " " + item.name + " shield"; double price = mat.price + item.price; equipItem shield = new equipItem(fullName, newAtk, newDef, newHealth,price); return shield; }