I’m using the following code to add a weapon for some characters:
enter code here public static Weapons AddShortSword() { //level 1 cant drop
Weapons ShortSword = new Weapons();
ShortSword.Name = "Short Sword";
ShortSword.EquipmentType = 1;
ShortSword.Damage = 2;
ShortSword.DamageBonus = 2;
ShortSword.EnemyType = 2;
ShortSword.ItemLevel = 1;
ShortSword.ItemCost = 50;
ShortSword.MinDamageLow = 2;
ShortSword.MinDamageHigh = 3;
ShortSword.MaxDamageLow = 4;
ShortSword.MaxDamageHigh = 7;
//trying to lock these
ShortSword.MinDamage = Random.Range (ShortSword.MinDamageLow, ShortSword.MinDamageHigh);
ShortSword.MaxDamage = Random.Range (ShortSword.MaxDamageLow, ShortSword.MaxDamageHigh);
Debug.Log (ShortSword.MinDamage);
Debug.Log (ShortSword.MaxDamage);
return ShortSword;
}
Each time I add the weapon the min and max damage changes as expected. But, I am trying to figure out how to have it permanent; yet, still include the Random.Range the first time I add the weapon.
Does anyone know of an approach where when I add this weapon the MinDamage and MaxDamage stays the same from the first time it runs a Random.Range?
thanks