Character Stats Revamp (WIP)

- created secondary stats
- added characterStatsBalancing constants
This commit is contained in:
Pedro Gomes 2024-08-11 22:15:23 +01:00
parent aff066813c
commit 4a7430533a
13 changed files with 145 additions and 17 deletions

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@ -120,3 +120,5 @@ namespace Kryz.CharacterStats
}
}
}

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@ -7,12 +7,23 @@ namespace Kryz.CharacterStats.Examples
{
public class CharacterStats : MonoBehaviour
{
//Primary
public CharacterStat Strength;
public CharacterStat Agility;
public CharacterStat Intelligence;
public CharacterStat Spirit;
public CharacterStat Vitality;
//Secondary
public CharacterStat CritChance;
public CharacterStat CritDamage;
public CharacterStat AttackDamage;
public CharacterStat SpellDamage;
public CharacterStat MaxHealth;
public CharacterStat Armor;
public CharacterStat MagicResistance;
public Dictionary<string, CharacterStat> statsDictionary = new Dictionary<string, CharacterStat>();
public UnityEvent onUpdateStatValues = new UnityEvent();
@ -24,6 +35,19 @@ namespace Kryz.CharacterStats.Examples
statsDictionary.Add(nameof(Intelligence).ToLower(), Intelligence);
statsDictionary.Add(nameof(Spirit).ToLower(), Spirit);
statsDictionary.Add(nameof(Vitality).ToLower(), Vitality);
statsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
statsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
statsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
statsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
statsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
statsDictionary.Add(nameof(Armor).ToLower(), Armor);
statsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
}
public void IncreaseAllStatPoints(int amount)
@ -36,5 +60,23 @@ namespace Kryz.CharacterStats.Examples
onUpdateStatValues.Invoke();
}
public void UpdateSecondaryStatsBasedOnPrimaryStats()
{
AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
Strength.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
Agility.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
Intelligence.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
Spirit.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
Vitality.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
//Strength.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
//Agility.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
//Intelligence.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
//Spirit.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
//Vitality.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
}
}
}

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@ -77,7 +77,7 @@ namespace Kryz.CharacterStats.Examples
{
AllocatedStatPoints.Add(0);
}
AvailablePointsToAllocate = GameConstants.CharacterBalancing.StatPointsPerLevel;
AvailablePointsToAllocate = GameConstants.CharacterStatsBalancing.StatPointsPerLevel;
characterData.playerOwnerID = PlayerDataHandler.Instance.currentPlayerName.Value;
characterData.currentLevel = level.currentLevel;
@ -151,7 +151,7 @@ namespace Kryz.CharacterStats.Examples
UpdateStatsBasedOnLevel();
AvailablePointsToAllocate += GameConstants.CharacterBalancing.StatPointsPerLevel;
AvailablePointsToAllocate += GameConstants.CharacterStatsBalancing.StatPointsPerLevel;
characterData.availablePointsToAllocate = AvailablePointsToAllocate;

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public enum PrimaryStat //just dev reference
{
Strength,
Agility,
Intelligence,
Spirit,
Vitality
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public enum SecondaryStat //just dev reference
{
CritChance,
CritDamage,
AttackDamage,
SpellDamage,
MaxHealth,
Armor,
MagicResistance,
}

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@ -0,0 +1,11 @@
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@ -49,11 +49,11 @@ public class SummonAbility : BaseAbility
ownerStats = user.GetComponent<CharacterStats>();
minionStats = instantiatedMinion.GetComponent<CharacterStats>();
minionStats.Strength.AddModifier(new StatModifier(ownerStats.Strength.Value * GameConstants.CharacterBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Agility.AddModifier(new StatModifier(ownerStats.Agility.Value * GameConstants.CharacterBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Intelligence.AddModifier(new StatModifier(ownerStats.Intelligence.Value * GameConstants.CharacterBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Spirit.AddModifier(new StatModifier(ownerStats.Spirit.Value * GameConstants.CharacterBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Vitality.AddModifier(new StatModifier(ownerStats.Vitality.Value * GameConstants.CharacterBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Strength.AddModifier(new StatModifier(ownerStats.Strength.Value * GameConstants.CharacterStatsBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Agility.AddModifier(new StatModifier(ownerStats.Agility.Value * GameConstants.CharacterStatsBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Intelligence.AddModifier(new StatModifier(ownerStats.Intelligence.Value * GameConstants.CharacterStatsBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Spirit.AddModifier(new StatModifier(ownerStats.Spirit.Value * GameConstants.CharacterStatsBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.Vitality.AddModifier(new StatModifier(ownerStats.Vitality.Value * GameConstants.CharacterStatsBalancing.PercentageStatScaleForMinions, StatModType.Flat, ownerStats));
minionStats.onUpdateStatValues.Invoke();
}

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@ -61,8 +61,31 @@ public static class GameConstants
}
public static class CharacterBalancing
public static class CharacterStatsBalancing
{
public const float CritChanceIncreaseFromAgility = 0.005f; //0.5% agi => critChance (30% +/- tops)
public const float CritChanceIncreaseFromIntelligence = 0.002f; //0.2% int => critChance (12% +/- tops)
public const float CritDamageIncreaseFromAgility = 0.002f; //0.2% agi => critDmg
public const float CritDamageIncreaseFromIntelligence = 0.001f; //0.1% int => critDmg
public const float CritDamageIncreaseFromStrength = 0.002f; //0.2% str => critDmg
public const float AttackDamageIncreaseFromStrength = 1f; //100% str => AttkDmg
public const float AttackDamageIncreaseFromAgility = 0.45f; // 45% agi => AttkDmg
public const float SpellDamageIncreaseFromIntelligence = 1f; //100% int => SpDmg
public const float SpellDamageIncreaseFromSpirit = 0.45f; // 45% spi => SpDmg
public const float MaxHealthIncreaseFromVitality = 1f; //100% vit => MaxHP
public const float MaxHealthIncreaseFromSpirit = 0.1f; // 10% spi => MaxHP
public const float ArmorIncreaseFromStrength = 0.1f; //10% str => Armor
public const float ArmorIncreaseFromVitality = 0.2f; //20% vit => Armor
public const float MagicResistanceIncreaseFromSpirit = 1f; //100% spi => MagicRes
public const float MagicResistanceIncreaseFromVitality = 0.2f; //20% vit => MagicRes
public const float MagicResistanceIncreaseFromIntelligence = 0.1f; // 10% int => MagicRes
public const float BaseMaxHealthGrowthPerLevel = 0.2f;
public const float VitalityToHealthRate = 10f;
@ -76,6 +99,11 @@ public static class GameConstants
public const int StatPointsPerLevel = 1;
public const float PercentageStatScaleForMinions = 0.8f;
}
public static class CharacterBalancing
{
public const float SoloCheatDeathHealthPercent = 0.5f;
public const float SoloCheatDeathInvulnerabilityDuration = 3f;
@ -86,7 +114,7 @@ public static class GameConstants
public const float ReviveTime = 5f;
public const float ReviveHealthPercent = 0.5f;
public const float PercentageStatScaleForMinions = 0.8f;
public const float MovementSpeedCap = 15f;
public const float PercentAngularSpeedCap = 1f;
@ -187,6 +215,12 @@ public static class GameConstants
public static object AllocatedSource = "Allocated";
public static object LevelSource = "Level";
public static object StrengthSource = "STR";
public static object AgilitySource = "AGI";
public static object IntelligenceSource = "INT";
public static object SpiritSource = "SPI";
public static object VitalitySource = "VIT";
#endregion
}

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@ -154,7 +154,7 @@ public class Health : Resource
public virtual void CalculateMaxValueBasedOnStat()
{
maxValue = baseMaxValue + character.Vitality.Value * GameConstants.CharacterBalancing.VitalityToHealthRate;
maxValue = baseMaxValue + character.Vitality.Value * GameConstants.CharacterStatsBalancing.VitalityToHealthRate;
CalculateRegenValueBasedOnStat();
@ -162,7 +162,7 @@ public class Health : Resource
}
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterBalancing.BonusStrengthToFlatRegenRate;
flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterStatsBalancing.BonusStrengthToFlatRegenRate;
//percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterBalancing.BonusVitalityToPercentRegenRate;
//Debug.Log(this.gameObject.name + " regens health " + flatRegen + " " + percentRegen + " = " + flatRegen + (maxValue * percentRegen / 100f));

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@ -87,7 +87,7 @@ public class Mana : Resource
public void CalculateMaxValueBasedOnStat()
{
maxValue = baseMaxValue + character.Intelligence.Value * GameConstants.CharacterBalancing.IntelligenceToManaRate;
maxValue = baseMaxValue + character.Intelligence.Value * GameConstants.CharacterStatsBalancing.IntelligenceToManaRate;
CalculateRegenValueBasedOnStat();
@ -95,7 +95,7 @@ public class Mana : Resource
}
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToFlatRegenRate;
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterStatsBalancing.BonusSpiritToFlatRegenRate;
//percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
}

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@ -15,7 +15,7 @@ public class PlayerHealth : Health
{
currentLevel = ((PlayerCharacterStats)character).level.currentLevel - 1;
maxValue = (baseMaxValue + (baseMaxValue * currentLevel * GameConstants.CharacterBalancing.BaseMaxHealthGrowthPerLevel)) + character.Vitality.Value * GameConstants.CharacterBalancing.VitalityToHealthRate;
maxValue = (baseMaxValue + (baseMaxValue * currentLevel * GameConstants.CharacterStatsBalancing.BaseMaxHealthGrowthPerLevel)) + character.Vitality.Value * GameConstants.CharacterStatsBalancing.VitalityToHealthRate;
CalculateRegenValueBasedOnStat();