My object randomised spawn code always sets a weapons damage to the same number every time I run the code. Although it sometimes changes between 3 (for daggers), 4, 6 and 8, but every item's damage on the map is the same. I thought it might be because there were no breaks back when I had returns at the end of each case however this wasn't the 'case' and still only outputs the same few damages.
Example screenshot of all the sword damages as 4: http://puu.sh/hevSP/7974257751.png
It's not the hard coded damage numbers because I added 'random.nextInt(5)' to each of them and they were all still the same number.
The commented sword code at the end sets the damage to whatever I put in, so I know it's one of the switch statements causing the problem. Thanks.
public static Object itemRoulette(String quality, int X, int Y) {
Object returnItem = null;
//Rolls a random item based on the input quality between 1-3.
switch(quality)
{
//First tier of quality.
case "1":
{
switch (random.nextInt(5) + 1)
{
case 1: {Dagger dagger = new Dagger(); World[X][Y].treasureName = "dagger"; dagger.setDamage(2); World[X][Y].treasureName = "dagger"; returnItem = dagger; break;}
case 2: {Potion potion = new Potion(); World[X][Y].treasureName = "potion"; potion.setType("health"); returnItem = potion; break;}
case 3: {Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(4); returnItem = sword; break;}
case 4: {Potion potion = new Potion(); World[X][Y].treasureName = "potion"; potion.setType("health"); returnItem = potion; break;}
case 5: {Dagger dagger = new Dagger(); World[X][Y].treasureName = "dagger"; dagger.setDamage(3); returnItem = dagger; break;}
}
break;
}
//Second tier of quality
case "2":
{
switch (random.nextInt(5) + 1)
{
case 1: {Dagger dagger = new Dagger(); World[X][Y].treasureName = "dagger"; dagger.setDamage(4); returnItem = dagger; break;}
case 2: {Potion potion = new Potion(); World[X][Y].treasureName = "potion"; potion.setType("health"); returnItem = potion; break;}
case 3: {Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(5); sword.setDefence(1); returnItem = sword; break;}
case 4: {Potion potion = new Potion(); World[X][Y].treasureName = "potion"; potion.setType("health"); returnItem = potion; break;}
case 5: {Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(6); sword.setDefence(1); returnItem = sword; break;}
}
break;
}
//Third tier of quality.
case "3":
{
switch (random.nextInt(5) + 1)
{
case 1: {Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(6); sword.setDefence(1); returnItem = sword; break;}
case 2: {Potion potion = new Potion(); World[X][Y].treasureName = "potion"; potion.setType("health"); returnItem = potion; break;}
case 3: {Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(7); sword.setDefence(1); returnItem = sword; break;}
case 4: {Potion potion = new Potion(); World[X][Y].treasureName = "potion"; potion.setType("health"); returnItem = potion; break;}
case 5: {Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(8); sword.setDefence(2); returnItem = sword; break;}
}
break;
}
case "dagger":
{
World[X][Y].treasureName = "dagger";
Dagger dagger = new Dagger();
dagger.setDamage(3);
dagger.setDefence(0);
returnItem = dagger;
break;
}
case "sword":
{
World[X][Y].treasureName = "sword";
Sword sword = new Sword();
sword.setDamage(6);
sword.setDefence(1);
returnItem = sword;
break;
}
}
//Sword sword = new Sword(); World[X][Y].treasureName = "sword"; sword.setDamage(40); returnItem = sword;
return returnItem;
}