Here's all the weapon prefix's thus far:
public function genWeaponPrefix(roll:Number, level:Number):StringWhew!!! I realize the way that's written right now, certain prefixes will generate far more often based on the level of the drop. For instances, drops less than level 6 would generate "Hot" weapons far more often than "Toasty" weapons. I'm not sure yet whether or not this will effect game-play negative or become noticeably redundant... but if it is I might add a weighted modifier for level in addition to the checks or... I'm not sure... I'll figure it out.
{
if (roll > 0.90)
{
stats.levelReq += 1;
stats.skillBaseDamage = 1;
stats.skillRateOfFire = 1;
stats.red += 1;
stats.green += 1;
stats.blue += 1;
stats.value += 300;
return "Blaster's ";
}
else if (roll > 0.8)
{
stats.levelReq += 1;
stats.skillBaseDamage = 1;
stats.red += 0.5;
stats.green += 0.5;
stats.blue += 0.5;
stats.value += 400;
return "Marksman's ";
}
//RATE OF FIRE
else if (roll > 0.78 && level >= 20)
{
stats.levelReq += 5;
stats.skillRateOfFire = 5;
stats.red += 0.6;
stats.green += 0.6;
stats.blue += 0.6;
stats.value += 1000;
return "Hair-trigger ";
}
else if (roll > 0.76 && level >= 15)
{
stats.levelReq += 4;
stats.skillRateOfFire = 4;
stats.red += 0.7;
stats.green += 0.7;
stats.blue += 0.7;
stats.value += 10000;
return "Breakneck ";
}
else if (roll > 0.74 && level >= 10)
{
stats.levelReq += 3;
stats.skillRateOfFire = 3;
stats.red += 0.7;
stats.green += 0.7;
stats.blue += 0.7;
stats.value += 5000;
return "Automatic ";
}
else if (roll > 0.72 && level >= 5)
{
stats.levelReq += 2;
stats.skillRateOfFire = 2;
stats.red += 0.6;
stats.green += 0.6;
stats.blue += 0.6;
stats.value += 1000;
return "Nimble ";
}
else if (roll > 0.7)
{
stats.levelReq += 1;
stats.skillRateOfFire = 1;
stats.red += 0.5;
stats.green += 0.5;
stats.blue += 0.5;
stats.value += 400;
return "Quick ";
}
//DAMAGE
else if (roll > 0.68 && level >= 15)
{
stats.levelReq += 4;
stats.attack.minDamage += 5;
stats.attack.maxDamage += 15;
stats.red += 1;
stats.green -= 0.4;
stats.blue -= 0.4;
stats.value += 5000;
return "Vorpal ";
}
else if (roll > 0.65 && level >= 12)
{
stats.levelReq += 3;
stats.attack.minDamage += 2;
stats.attack.maxDamage += 12;
stats.red += 0.8;
stats.green -= 0.2;
stats.blue -= 0.2;
stats.value += 1000;
return "Leathal ";
}
else if (roll > 0.62 && level >= 9)
{
stats.levelReq += 3;
stats.attack.minDamage += 4;
stats.attack.maxDamage += 9;
stats.red += 0.7;
stats.value += 1000;
return "Deadly ";
}
else if (roll > 0.58 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minDamage += 1;
stats.attack.maxDamage += 8;
stats.red += 0.5;
stats.value += 250;
return "Savage ";
}
else if (roll > 0.54 && level >= 4)
{
stats.levelReq += 2;
stats.attack.minDamage += 2;
stats.attack.maxDamage += 5;
stats.red += 0.5;
stats.value += 250;
return "Brutal ";
}
else if (roll > 0.5)
{
stats.levelReq += 1;
stats.attack.minDamage += 1;
stats.attack.maxDamage += 3;
stats.red += 0.3;
stats.value += 100;
return "Strong ";
}
//COLD
else if (roll > 0.49 && level >= 20)
{
stats.levelReq += 5;
stats.attack.minCold += 10;
stats.attack.maxCold += 20;
stats.red -= 0.5;
stats.green -= 0.5;
stats.blue += 1;
stats.value += 10000;
return "Hyperborean ";
}
else if (roll > 0.47 && level >= 16)
{
stats.levelReq += 4;
stats.attack.minCold += 4;
stats.attack.maxCold += 13;
stats.red -= 0.2;
stats.green -= 0.2;
stats.blue += 0.8;
stats.value += 5000;
return "Glacial ";
}
else if (roll > 0.46 && level >= 12)
{
stats.levelReq += 3;
stats.attack.minCold += 2;
stats.attack.maxCold += 12;
stats.blue += 0.7;
stats.value += 1000;
return "Arctic ";
}
else if (roll > 0.45 && level >= 9)
{
stats.levelReq += 3;
stats.attack.minCold += 3;
stats.attack.maxCold += 8;
stats.blue += 0.65;
stats.value += 1000;
return "Frigid ";
}
else if (roll > 0.44 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minDamage += 1;
stats.attack.maxDamage += 6;
stats.blue += 0.5;
stats.value += 500;
return "Cold ";
}
else if (roll > 0.44 && level >= 5)
{
stats.levelReq += 2;
stats.attack.minCold += 2;
stats.attack.maxCold += 4;
stats.blue += 0.45;
stats.value += 500;
return "Icey ";
}
else if (roll > 0.42 && level >= 4)
{
stats.levelReq += 2;
stats.attack.minCold += 1;
stats.attack.maxCold += 3;
stats.blue += 0.3;
stats.value += 150;
return "Chilly ";
}
else if (roll > 0.4)
{
stats.levelReq += 1;
stats.attack.minCold += 1;
stats.attack.maxCold += 1;
stats.blue += 0.3;
stats.value += 50;
return "Nippy ";
}
//FIRE
else if (roll > 0.39 && level >= 22)
{
stats.levelReq += 5;
stats.attack.minFire += 15;
stats.attack.maxFire += 30;
stats.red += 1;
stats.green += 0.6;
stats.blue -= 0.6;
stats.value += 15000;
return "Hellfire ";
}
else if (roll > 0.38 && level >= 18)
{
stats.levelReq += 4;
stats.attack.minFire += 8;
stats.attack.maxFire += 20;
stats.red += 0.9;
stats.green += 0.5;
stats.blue -= 0.4;
stats.value += 8000;
return "Vulcan ";
}
else if (roll > 0.37 && level >= 15)
{
stats.levelReq += 3;
stats.attack.minFire += 5;
stats.attack.maxFire += 15;
stats.red += 0.8;
stats.green += 0.4;
stats.blue -= 0.3;
stats.value += 2500;
return "Blazing ";
}
else if (roll > 0.36 && level >= 10)
{
stats.levelReq += 3;
stats.attack.minFire += 1;
stats.attack.maxFire += 12;
stats.red += 0.6;
stats.green += 0.3;
stats.blue -= 0.3;
stats.value += 800;
return "Flaming ";
}
else if (roll > 0.35 && level >= 9)
{
stats.levelReq += 2;
stats.attack.minFire += 3;
stats.attack.maxFire += 8;
stats.red += 0.5;
stats.green += 0.25;
stats.blue -= 0.25
stats.value += 800;
return "Scalding ";
}
else if (roll > 0.34 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minFire += 1;
stats.attack.maxFire += 6;
stats.red += 0.5;
stats.green += 0.25;
stats.value += 400;
return "Firey ";
}
else if (roll > 0.32)
{
stats.levelReq += 1;
stats.attack.minFire += 1;
stats.attack.maxFire += 3;
stats.red += 0.4;
stats.green += 0.2;
stats.value += 100;
return "Hot ";
}
else if (roll > 0.3)
{
stats.levelReq += 1;
stats.attack.minFire += 1;
stats.attack.maxFire += 1;
stats.red += 0.3;
stats.green += 0.1;
stats.value += 50;
return "Toasty ";
}
//ELECTRIC
else if (roll > 0.29 && level >= 22)
{
stats.levelReq += 5;
stats.attack.minElectric += 15;
stats.attack.maxElectric += 30;
stats.red += 1;
stats.green += 1;
stats.blue -= 0.6;
stats.value += 15000;
return "Voltaic ";
}
else if (roll > 0.28 && level >= 18)
{
stats.levelReq += 4;
stats.attack.minElectric += 8;
stats.attack.maxElectric += 20;
stats.red += 0.9;
stats.green += 0.9;
stats.blue -= 0.4;
stats.value += 8000;
return "Scintillating ";
}
else if (roll > 0.27 && level >= 15)
{
stats.levelReq += 3;
stats.attack.minElectric += 5;
stats.attack.maxElectric += 15;
stats.red += 0.8;
stats.green += 0.8;
stats.blue -= 0.3;
stats.value += 2500;
return "Lightning ";
}
else if (roll > 0.26 && level >= 10)
{
stats.levelReq += 3;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 12;
stats.red += 0.6;
stats.green += 0.6;
stats.blue -= 0.3;
stats.value += 800;
return "Brilliant ";
}
else if (roll > 0.25 && level >= 9)
{
stats.levelReq += 2;
stats.attack.minElectric += 3;
stats.attack.maxElectric += 8;
stats.red += 0.5;
stats.green += 0.5;
stats.blue -= 0.25
stats.value += 800;
return "Electric ";
}
else if (roll > 0.24 && level >= 6)
{
stats.levelReq += 2;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 6;
stats.red += 0.5;
stats.green += 0.5;
stats.value += 400;
return "Spark ";
}
else if (roll > 0.22)
{
stats.levelReq += 1;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 3;
stats.red += 0.4;
stats.green += 0.2;
stats.value += 100;
return "Shocking ";
}
else if (roll > 0.2)
{
stats.levelReq += 1;
stats.attack.minElectric += 1;
stats.attack.maxElectric += 1;
stats.red += 0.3;
stats.green += 0.3;
stats.value += 100;
return "Static ";
}
//KNOCKBACK
else if (roll > 0.1)
{
stats.levelReq += 1;
stats.attack.knockback = 100;
stats.green += 0.3;
stats.blue += 0.3;
stats.value += 100;
return "Gust ";
}
//OPTION BOT
else if (roll > 0)
{
stats.levelReq += 2;
stats.skillOptionBot = 1;
stats.red += 0.3;
stats.blue += 0.3;
stats.value += 400;
return "Helpful ";
}
return "Glitched ";
}
Back to it...
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