public static Item Return5560Epochal(int _npclevel) { Item returnedItem = new Item(); int increasedStat = _npclevel + 2; switch (r.Next(0, 10)) { case 0: returnedItem = new Weapon("The Occulus", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 1: returnedItem = new Weapon("The End", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.4)); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 2: returnedItem = new Weapon("Eiwars Bow", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 3: returnedItem = new Armor("Halo", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*1.1)); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 4: returnedItem = new Armor("Carriers", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat * 1.2)); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 5: returnedItem = new Armor("The Exposed Heart", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, -(increasedStat/4)); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat*2); returnedItem.AddAttributeToItem(EnumAttributeType.Health, -(increasedStat/4)); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat*2); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 6: returnedItem = new BattleCharm("Sigil of Madness", EnumItemType.Battlecharm, EnumItemQuality.Epochal, _npclevel); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Attackdamage, increasedStat); returnedItem = (BattleCharm)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 7: returnedItem = new Weapon("Justice", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 8: returnedItem = new Weapon("The Destroyer", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 9: returnedItem = new Weapon("Throatslitter", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; default: break; } return returnedItem; }
public static Item Return4050Epochal(int _npclevel) { Item returnedItem = new Item(); int increasedStat = _npclevel + 2; switch (r.Next(0, 10)) { case 0: returnedItem = new Weapon("Branch of Yggdrasil", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 1: returnedItem = new Weapon("Skullsplitter", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 2: returnedItem = new Weapon("Hawks' Aim", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Bow, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 3: returnedItem = new Armor("Hood of Power", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, (int)(increasedStat * 1.1)); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, (int)(increasedStat * 1.1)); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*1.1)); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 4: returnedItem = new Armor("The Heavy Plates", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*1.5)); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 5: returnedItem = new Armor("Eiwars Armor", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 6: returnedItem = new BattleCharm("The Energy Gem", EnumItemType.Battlecharm, EnumItemQuality.Epochal, _npclevel); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem = (BattleCharm)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 7: returnedItem = new Weapon("The Impaler", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.3)); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*0.3)); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 8: returnedItem = new Weapon("Frosttorch", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 9: returnedItem = new Weapon("Sabretooth", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; default: break; } return returnedItem; }
public static Item Return5055Epochal(int _npclevel) { Item returnedItem = new Item(); int increasedStat = _npclevel + 2; switch (r.Next(0, 9)) { case 0: returnedItem = new Weapon("Eiwars Blade", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 1: returnedItem = new Weapon("The Myst", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*1.4)); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.4)); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 2: returnedItem = new Weapon("Splint", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 3: returnedItem = new Armor("Nobility", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, (int)(increasedStat*1.4)); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, (int)(increasedStat*1.4)); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 4: returnedItem = new Armor("Hide of Scales", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat/2); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 5: returnedItem = new Armor("The Bulwark", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, (int)(increasedStat*1.2)); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*1.2)); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 6: returnedItem = new Weapon("Decapitation", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Axe, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.1)); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, (int)(increasedStat*1.3)); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 7: returnedItem = new Weapon("Multistrike", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, (int)(increasedStat*1.5)); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 8: returnedItem = new Weapon("The Pyre", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Staff, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat * 1.5)); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; default: break; } return returnedItem; }
public static Item Return2030Epochal(int _npclevel) { Item returnedItem = new Item(); int increasedStat = _npclevel + 2; switch (r.Next(0, 10)) { case 0: returnedItem = new Weapon("Battlemage's Ward", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Armor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 1: returnedItem = new Weapon("Defiance", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Armor, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 2: returnedItem = new Weapon("Choosen of the Ranger", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 3: returnedItem = new Armor("The Crown", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 4: returnedItem = new Armor("The Unknown", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 5: returnedItem = new Armor("Harmony of Lightweave", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 6: returnedItem = new BattleCharm("The Balance", EnumItemType.Battlecharm, EnumItemQuality.Epochal, _npclevel); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem = (BattleCharm)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 7: returnedItem = new Weapon("Flash of Light", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 8: returnedItem = new Weapon("Legbone of an Ogre", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat*0.7)); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, (int)(increasedStat*1.2)); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 9: returnedItem = new Weapon("Swiftblade", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, (int)(increasedStat * 0.9)); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, (int)(increasedStat * 1.3)); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; default: break; } return returnedItem; }
public static Item Return3040Epochal(int _npclevel) { Item returnedItem = new Item(); int increasedStat = _npclevel + 2; switch (r.Next(0, 9)) { case 0: returnedItem = new Weapon("Faith Blade", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Sword, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 1: returnedItem = new Weapon("Burning Omen", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Mace, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 2: returnedItem = new Weapon("Leaf of the Forest", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 3: returnedItem = new Armor("The Skull", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 4: returnedItem = new Armor("Eiwars' Legwraps", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 5: returnedItem = new Armor("Robes of Hope", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 6: returnedItem = new Weapon("The Divider", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Axe, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 7: returnedItem = new Weapon("Simplicity", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, EnumWeaponType.Staff, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 8: returnedItem = new Weapon("Silken String", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Bow, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; default: break; } return returnedItem; }
public static Item Return1020Epochal(int _npclevel) { Item returnedItem = new Item(); int increasedStat = _npclevel + 2; switch (r.Next(0,9)) { case 0: returnedItem = new Weapon("Thief's Tool", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 1: returnedItem = new Weapon("The Crusher", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Mace, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 2: returnedItem = new Weapon("The Flutterer", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Sword, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 3: returnedItem = new Armor("Apprentice' Headpiece", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Headarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 4: returnedItem = new Armor("Quickleaps", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Legarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 5: returnedItem = new Armor("The Thornebrush", EnumItemType.Armor, EnumItemQuality.Epochal, _npclevel, EnumArmorType.Chestarmor, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Crit, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem = (Armor)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 6: returnedItem = new Weapon("Quickdraw", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Dagger, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Agility, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 7: returnedItem = new Weapon("Glimpse of Speed", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Axe, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Strength, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; case 8: returnedItem = new Weapon("Mind Loop", EnumItemType.Weapon, EnumItemQuality.Epochal, _npclevel, Core.Items.EnumWeaponType.Staff, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Health, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Speed, increasedStat); returnedItem.AddAttributeToItem(EnumAttributeType.Intellect, increasedStat); returnedItem = (Weapon)ItemGeneration.RandomizeEpochalItem(returnedItem); break; default: break; } return returnedItem; }
/// <summary> /// This function returns a normal weapon of a certain type with stats depending on the itemlevel. /// </summary> /// <param name="_weaponName">The name of the weapon. NOTE: Set this to null if you want the items name to be random</param> /// <param name="_weaponType">The type of the weapon. NOTE: Set this to EnumWeaponType.Null if you want the weapons type to be random</param> /// <param name="_itemlevel">The itemlevel of the weapon</param> /// <param name="_damage">The base damage the weapon should deal</param> /// <returns>A normal weapon</returns> public static Weapon GenerateNormalWeapon(string _weaponName, EnumWeaponType _weaponType, int _itemlevel) { int _damage = 1; if (_itemlevel != 0) _damage = (int)r.Next(1, _itemlevel); Weapon returnedWeapon; if (_weaponType == EnumWeaponType.Null) returnedWeapon = new Weapon(_weaponName, EnumItemType.Weapon, EnumItemQuality.Normal, _itemlevel, GetRandomWeaponType(), _damage); else returnedWeapon = new Weapon(_weaponName, EnumItemType.Weapon, EnumItemQuality.Normal, _itemlevel, _weaponType, _damage); //A normal item has neither prefixes, nor suffixes if (_weaponName == null) returnedWeapon.ItemName = Function.ItemGeneration.GenerateWeaponName(returnedWeapon, false, false); return returnedWeapon; }
/// <summary> /// This function returns a grand weapon of a certain type with stats depending on the itemlevel. Adds 1 or 2 attributes to the item. /// </summary> /// <param name="_weaponName">The name of the weapon. NOTE: Set this to null if you want the item's name to be random</param> /// <param name="_weaponType">The type of the weapon. NOTE: Set this to EnumWeaponType.Null if you want the weapons type to be random</param> /// <param name="_itemlevel">The itemlevel of the weapon</param> /// <param name="_damage">The base damage the weapon should deal</param> /// <returns>A grand weapon</returns> public static Weapon GenerateGrandWeapon(string _weaponName, EnumWeaponType _weaponType, int _itemlevel) { int _damage = 1; if (_itemlevel != 0) _damage = (int)r.Next(1, _itemlevel); Weapon returnedWeapon = null; if (_weaponType == EnumWeaponType.Null) returnedWeapon = new Weapon(_weaponName, EnumItemType.Weapon, EnumItemQuality.Grand, _itemlevel, GetRandomWeaponType(), _damage); else returnedWeapon = new Weapon(_weaponName, EnumItemType.Weapon, EnumItemQuality.Grand, _itemlevel, _weaponType, _damage); // Grand items only have prefixes if (_weaponName == null) returnedWeapon.ItemName = Function.ItemGeneration.GenerateWeaponName(returnedWeapon, true, false); int upperLimit = r.Next(1, 4); for (int i = 0; i < upperLimit; i++) { returnedWeapon.AddAttributeToItem(GetRandomAttribute(_itemlevel + r.Next(48), returnedWeapon.ItemType), r.Next(_itemlevel / 4, _itemlevel)); } return returnedWeapon; }
/// <summary> /// This function returns a fabled weapon of a certain type with stats depending on the itemlevel. Adds 2 or 3 attributes to the item. /// </summary> /// <param name="_weaponName">The name of the weapon. NOTE: Set this to null if you want the item's name to be random</param> /// <param name="_weaponType">The type of the weapon. NOTE: Set this to EnumWeaponType.Null if you want the weapons type to be random</param> /// <param name="_itemlevel">The itemlevel of the weapon</param> /// <param name="_damage">The base damage the weapon should deal</param> /// <returns>A fabled weapon</returns> public static Weapon GenerateFabledWeapon(string _weaponName, EnumWeaponType _weaponType, int _itemlevel) { int _damage = 1; if (_itemlevel >= 0) _damage = (int)r.Next(1, _itemlevel); Weapon returnedWeapon = null; if(_weaponType == EnumWeaponType.Null) returnedWeapon = new Weapon(_weaponName, EnumItemType.Weapon, EnumItemQuality.Fabled, _itemlevel, GetRandomWeaponType(), _damage); else returnedWeapon = new Weapon(_weaponName, EnumItemType.Weapon, EnumItemQuality.Fabled, _itemlevel, _weaponType, _damage); if (_weaponName == null) returnedWeapon.ItemName = Function.ItemGeneration.GenerateWeaponName(returnedWeapon, true, true); //This code adds 2 or 3 attributes to the item. The _itemlevel+r.Next(48) is to ensure randomness. for (int i = 0; i < 5; i++) { returnedWeapon.AddAttributeToItem(GetRandomAttribute(_itemlevel + r.Next(48), returnedWeapon.ItemType), r.Next(_itemlevel / 4, _itemlevel)); } return returnedWeapon; }
private static string GenerateWeaponName(Weapon _weapon, bool prefix, bool suffix) { int index = 0; Random r = new Random(); string _name = ""; if (prefix) { _name += ReturnRandomPrefix() + " "; } switch (_weapon.WeaponType) { case Core.Items.EnumWeaponType.Sword: index = (_weapon.ItemLevel * (int)r.Next(swordNames.Count)) % (swordNames.Count); _name += swordNames[index]; break; case EnumWeaponType.Axe: index = (_weapon.ItemLevel * (int)r.Next(axeNames.Count)) % (axeNames.Count); _name += axeNames[index]; break; case Core.Items.EnumWeaponType.Mace: index = (_weapon.ItemLevel * (int)r.Next(maceNames.Count)) % (maceNames.Count); _name += maceNames[index]; break; case EnumWeaponType.Staff: index = (_weapon.ItemLevel * (int)r.Next(staffNames.Count)) % (staffNames.Count); _name += staffNames[index]; break; case Core.Items.EnumWeaponType.Bow: index = (_weapon.ItemLevel * (int)r.Next(bowNames.Count)) % (bowNames.Count); _name += bowNames[index]; break; case Core.Items.EnumWeaponType.Dagger: index = (_weapon.ItemLevel * (int)r.Next(daggerNames.Count)) % (daggerNames.Count); _name += daggerNames[index]; break; } if (suffix) { _name += " " + ReturnRandomSuffix(); } return _name; }