Endgame sets, regen & movement speed balance

- added 2 end game sets (mage and vampire)
- updated player health and mana regens (greatly decreased, mostly endgame ridiculous scaling)
- updated movement speed modifier and caps (greatly decreased, mostrly endgame ridiculous scaling)
This commit is contained in:
Pedro Gomes 2024-08-08 19:55:31 +01:00
parent 8c06b4379d
commit 5adce736df
59 changed files with 1354 additions and 44 deletions

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Chest,
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Weapon2,
Accessory1,
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OffWeapon,
Accessory,
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value: Archmage Vendor
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--- !u!1001 &1732842626
PrefabInstance:
m_ObjectHideFlags: 0

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@ -9,6 +9,8 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
private NavMeshAgent navMeshAgent;
private float baseSpeed;
private float baseTurnSpeed;
private float baseAcceleration;
protected override void Awake()
{
@ -17,12 +19,22 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
baseSpeed = navMeshAgent.speed;
baseTurnSpeed = navMeshAgent.angularSpeed;
baseAcceleration = navMeshAgent.acceleration;
}
public float ModifyMovementSpeed()
{
return baseSpeed * (1 + currentSpeedModifierPercent);
}
public float ModifyTurnSpeed()
{
return baseTurnSpeed * (1 + currentSpeedModifierPercent);
}
public float ModifyAcceleration()
{
return baseAcceleration * (1 + currentSpeedModifierPercent);
}
public float GetHighestAmount(float value)
{
@ -85,6 +97,11 @@ public class MovementSpeedModifierEffectInstance : StatusEffectInstance
if (navMeshAgent != null)
{
navMeshAgent.speed = ModifyMovementSpeed();
navMeshAgent.speed = Mathf.Clamp(navMeshAgent.speed, baseSpeed, GameConstants.CharacterBalancing.MovementSpeedCap);
navMeshAgent.angularSpeed = ModifyTurnSpeed();
navMeshAgent.angularSpeed = Mathf.Clamp(navMeshAgent.angularSpeed, baseTurnSpeed, baseTurnSpeed * (1 + GameConstants.CharacterBalancing.PercentAngularSpeedCap));
navMeshAgent.acceleration = ModifyAcceleration();
navMeshAgent.acceleration = Mathf.Clamp(navMeshAgent.acceleration, baseAcceleration, baseAcceleration * (1 + GameConstants.CharacterBalancing.PercentAccelerationCap));
}
}
}

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@ -13,6 +13,9 @@ public class MusicFader : MonoBehaviour
private Coroutine fadeCoroutine;
private AudioClip currentClip;
float startingMaxVolume;
private void Awake()
{
OnNewSceneLoaded_AudioRequest_AudioEvent.Response.AddListener(FadeOutAndIntoNewMusic);
@ -25,12 +28,13 @@ public class MusicFader : MonoBehaviour
audioSource = GetComponent<AudioSource>();
}
audioSource.loop = true;
startingMaxVolume = audioSource.volume;
}
public void FadeIn(Action callback = null)
{
StopFade();
fadeCoroutine = StartCoroutine(FadeCoroutine(0f, 1f, callback));
fadeCoroutine = StartCoroutine(FadeCoroutine(0f, startingMaxVolume, callback));
}
public void FadeOut(Action callback = null)

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@ -87,6 +87,10 @@ public static class GameConstants
public const float ReviveHealthPercent = 0.5f;
public const float PercentageStatScaleForMinions = 0.8f;
public const float MovementSpeedCap = 15f;
public const float PercentAngularSpeedCap = 1f;
public const float PercentAccelerationCap = 1f;
}
public static class GameBalancing
{

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@ -163,7 +163,7 @@ public class Health : Resource
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterBalancing.BonusStrengthToFlatRegenRate;
percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterBalancing.BonusVitalityToPercentRegenRate;
//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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@ -96,7 +96,7 @@ public class Mana : Resource
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToFlatRegenRate;
percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
//percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
}
public override void SetMaxValue(float value)

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@ -94,7 +94,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Rotation: 6.1350255
- _Rotation: 6.526123
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1

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