public BaseCraftsmanSatchel() : base() { Hue = Reward.SatchelHue(); int count = 1; if (0.015 > Utility.RandomDouble()) { count = 2; } bool equipment = false; bool jewlery = false; bool talisman = false; while (Items.Count < count) { if (0.25 > Utility.RandomDouble() && !talisman) { AddItem(new RandomTalisman()); talisman = true; } else if (0.4 > Utility.RandomDouble() && !equipment) { AddItem(RandomItem()); equipment = true; } else if (0.88 > Utility.RandomDouble() && !jewlery) { AddItem(Reward.Jewlery()); jewlery = true; } } }
public BaseRewardBag() : base() { Hue = Reward.RewardBagHue(); while (Items.Count < ItemAmount) { if (0.05 > Utility.RandomDouble()) // check { DropItem(Loot.RandomTalisman()); } else { switch (Utility.Random(4)) { case 0: DropItem(Reward.Armor()); break; case 1: DropItem(Reward.RangedWeapon()); break; case 2: DropItem(Reward.Weapon()); break; case 3: DropItem(Reward.Jewlery()); break; } } } }
public Strongbox() : base() { Hue = Reward.StrongboxHue(); while (Items.Count < Amount) { switch (Utility.Random(4)) { case 0: AddItem(Reward.Armor()); break; case 1: AddItem(Reward.RangedWeapon()); break; case 2: AddItem(Reward.Weapon()); break; case 3: AddItem(Reward.Jewlery()); break; } } if (0.25 > Utility.RandomDouble()) // check { AddItem(new RandomTalisman()); } }