From 614f4d92c577eae516a4a689cbbc99ecb083ac27 Mon Sep 17 00:00:00 2001 From: Pedro Gomes Date: Mon, 20 Jan 2025 18:49:07 +0000 Subject: [PATCH] Improvements on some aspects - Bonus 5% xp per rep level - Relative power level values and respective ranks (E-S+) - small bugfix on ability/class unlock info message - added less bright light when class is unlocked on character creation screen - Removed base slashes of other classes from the human possible builds - New human class specific autocast ability "Sword Art" - New knight ability "shining light" --- .../Prefabs/Character Panel.prefab | 306 +- .../Scripts/CharacterStats.cs | 7 + .../Items & Inventory/Scripts/StatPanel.cs | 14 +- .../Prefabs/Persistent Objects.prefab | 379 +- .../Explosions/ShiningLight.prefab | 38953 ++++++++++++++++ .../Explosions/ShiningLight.prefab.meta | 7 + ..._AreaOfEffectPrefab Variant Variant.prefab | 225 + ...OfEffectPrefab Variant Variant.prefab.meta | 7 + ..._AreaOfEffectPrefab Variant Variant.prefab | 410 + ...OfEffectPrefab Variant Variant.prefab.meta | 7 + Assets/Resources/Human.prefab | 88 +- .../PlayerPrefab_Human Variant.prefab | 93 +- .../PlayerPrefab_Knight Variant.prefab | 120 +- .../PlayerPrefab_Naturalist Variant.prefab | 2 +- .../PlayerPrefab_Necromancer Variant.prefab | 7 +- .../PlayerPrefab_Priest Variant.prefab | 2 +- Assets/Scenes/0-Splash.unity | 46 +- Assets/Scenes/2-CreateCharacter.unity | 1112 +- Assets/Scenes/Dev/Abilities.unity | 529 +- .../Player/Human/C-SwordArt_AoEAbility.asset | 50 + .../Human/C-SwordArt_AoEAbility.asset.meta | 8 + .../Knight/2-ShiningLight_AoEAbility.asset | 57 + .../2-ShiningLight_AoEAbility.asset.meta | 8 + .../-Extras/Human_Slash_InstantEffect.asset | 4 +- .../-Extras/Human_SwordArt_BleedEffect.asset | 27 + .../Human_SwordArt_BleedEffect.asset.meta | 8 + .../Human_SwordArt_InstantEffect.asset | 25 + .../Human_SwordArt_InstantEffect.asset.meta | 8 + .../Player/Knight/2-ShiningLightEffects.meta | 8 + .../KnightTauntEffect.asset | 16 + .../KnightTauntEffect.asset.meta | 8 + ...ShiningLight_BurnOverTimeEffectStack.asset | 31 + ...ngLight_BurnOverTimeEffectStack.asset.meta | 8 + ...ight_DIModifierEffect_EnemyWeakening.asset | 28 + ...DIModifierEffect_EnemyWeakening.asset.meta | 8 + .../Knight_ShiningLight_InstantEffect.asset | 29 + ...ight_ShiningLight_InstantEffect.asset.meta | 8 + ...ningLight_InstantEffectClassResource.asset | 23 + ...ight_InstantEffectClassResource.asset.meta | 8 + .../Effects/DamageIncomeModifierEffect.cs | 4 +- Assets/Scripts/BuildManager/BuildLibrary.cs | 25 +- .../Game/ChooseClassToggleController.cs | 2 + .../Game/ClassUnlockProgressionHandler.cs | 25 +- Assets/Scripts/Game/GameConstants.cs | 26 + Assets/Scripts/Player/PlayerLevel.cs | 2 +- Assets/Starfield Skybox/Skybox.mat | 2 +- 46 files changed, 42291 insertions(+), 479 deletions(-) create mode 100644 Assets/JMO Assets/Cartoon FX Remaster/CFXR Prefabs/Explosions/ShiningLight.prefab create mode 100644 Assets/JMO Assets/Cartoon FX Remaster/CFXR Prefabs/Explosions/ShiningLight.prefab.meta create mode 100644 Assets/Resources/Abilities/ShiningLight_AreaOfEffectPrefab Variant Variant.prefab create mode 100644 Assets/Resources/Abilities/ShiningLight_AreaOfEffectPrefab Variant Variant.prefab.meta create mode 100644 Assets/Resources/Abilities/SwordArt_AreaOfEffectPrefab Variant Variant.prefab create mode 100644 Assets/Resources/Abilities/SwordArt_AreaOfEffectPrefab Variant Variant.prefab.meta create mode 100644 Assets/Scriptables/Data/Resources/Abilities/Debug/Player/Human/C-SwordArt_AoEAbility.asset create mode 100644 Assets/Scriptables/Data/Resources/Abilities/Debug/Player/Human/C-SwordArt_AoEAbility.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Abilities/Debug/Player/Knight/2-ShiningLight_AoEAbility.asset create mode 100644 Assets/Scriptables/Data/Resources/Abilities/Debug/Player/Knight/2-ShiningLight_AoEAbility.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/-Extras/Human_SwordArt_BleedEffect.asset create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/-Extras/Human_SwordArt_BleedEffect.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/-Extras/Human_SwordArt_InstantEffect.asset create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/-Extras/Human_SwordArt_InstantEffect.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/KnightTauntEffect.asset create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/KnightTauntEffect.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_BurnOverTimeEffectStack.asset create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_BurnOverTimeEffectStack.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_DIModifierEffect_EnemyWeakening.asset create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_DIModifierEffect_EnemyWeakening.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_InstantEffect.asset create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_InstantEffect.asset.meta create mode 100644 Assets/Scriptables/Data/Resources/Effects/Debug/Player/Knight/2-ShiningLightEffects/Knight_ShiningLight_InstantEffectClassResource.asset create mode 100644 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Kryz.CharacterStats.Examples MagicResistance.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.MagicResistanceIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource)); MagicResistance.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.MagicResistanceIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource)); + + Debug.Log(this.gameObject.name + " has relative power level of: " + GetRelativePowerLevel()); + } + + public float GetRelativePowerLevel() + { + return AttackDamage.Value * 1.1f + SpellDamage.Value * 1.1f + (CritDamage.Value * (CritChance.Value / 100f)) + MaxHealth.Value * 1f + Armor.Value * 1f + MagicResistance.Value * 1f; } } diff --git a/Assets/Character Stats/Examples/Items & Inventory/Scripts/StatPanel.cs b/Assets/Character Stats/Examples/Items & Inventory/Scripts/StatPanel.cs index eec4fd67..022a296e 100644 --- a/Assets/Character Stats/Examples/Items & Inventory/Scripts/StatPanel.cs +++ b/Assets/Character Stats/Examples/Items & Inventory/Scripts/StatPanel.cs @@ -16,12 +16,18 @@ namespace Kryz.CharacterStats.Examples [SerializeField] private Text characterRepLevel; [SerializeField] private StatDisplay unallocated; [SerializeField] private Button resetAllocated; + + [SerializeField] private Text rankText; + [SerializeField] private Text powerLevelText; + private CharacterStat[] stats; private CharacterStat[] secondaryStats; private PlayerCharacterStats playerStats; private bool InitializedListeners = false; + const string almost = "≈"; + private void OnValidate() { if (statDisplaysParent != null) @@ -147,14 +153,20 @@ namespace Kryz.CharacterStats.Examples secondaryStatDisplays[i].NameText.text = secondaryStatNames[i]; } } + + int relativePowerLevel; public void UpdateSecondaryStatValues() { for (int i = 0; i < secondaryStats.Length; i++) { secondaryStatDisplays[i].ValueText.text = 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externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AbilitySystem/Effects/DamageIncomeModifierEffect.cs b/Assets/Scripts/AbilitySystem/Effects/DamageIncomeModifierEffect.cs index 7c938ae4..0b27aa22 100644 --- a/Assets/Scripts/AbilitySystem/Effects/DamageIncomeModifierEffect.cs +++ b/Assets/Scripts/AbilitySystem/Effects/DamageIncomeModifierEffect.cs @@ -47,12 +47,12 @@ public class DamageIncomeModifierEffect : StatusEffect { if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat)) { - Debug.Log("#DIMod: " + this.name + " = " + damageIncomeModifierPercentage + " += " + stat.Value + " * " + statInfluence.percentInfluence); + //Debug.Log("#DIMod: " + this.name + " = " + damageIncomeModifierPercentage + " += " + stat.Value + " * " + statInfluence.percentInfluence); finalAmount += stat.Value * statInfluence.percentInfluence; } else if (stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat)) { - Debug.Log("#DIMod: " + this.name + " = " + damageIncomeModifierPercentage + " += " + stat.Value + " * " + statInfluence.percentInfluence); + //Debug.Log("#DIMod: " + this.name + " = " + damageIncomeModifierPercentage + " += " + stat.Value + " * " + statInfluence.percentInfluence); finalAmount += secondaryStat.Value * statInfluence.percentInfluence; } } diff --git a/Assets/Scripts/BuildManager/BuildLibrary.cs b/Assets/Scripts/BuildManager/BuildLibrary.cs index 8eb3068b..734a1b9d 100644 --- a/Assets/Scripts/BuildManager/BuildLibrary.cs +++ b/Assets/Scripts/BuildManager/BuildLibrary.cs @@ -89,9 +89,10 @@ public class BuildLibrary : MonoBehaviour abilityTomeInstances.Add(initAbilityTomePageInstance); classSpecificTomeInstances[classBuildLibraries[i].characterClass].Add(initAbilityTomePageInstance); - if(i != 0) //add non-human to possible human playable abilities + if (i != 0) //add non-human to possible human playable abilities { - classAbilitiesDictionary[classBuildLibraries[0].characterClass].Add(classBuildLibraries[i].possibleClassAbilities[j]); + if (classBuildLibraries[i].possibleClassAbilities[j] is not SimpleMeleeSlashAbility && !classAbilitiesDictionary[classBuildLibraries[0].characterClass].Contains(classBuildLibraries[i].possibleClassAbilities[j])) + classAbilitiesDictionary[classBuildLibraries[0].characterClass].Add(classBuildLibraries[i].possibleClassAbilities[j]); } } } @@ -142,15 +143,15 @@ public class BuildLibrary : MonoBehaviour return stillLockedAbilityTomePages[Random.Range(0, stillLockedAbilityTomePages.Count)]; } - /* public List GetBaseAbilities(GameTag characterClass) - { - for (int i = 0; i < classBuildLibraries.Count; i++) - { - if (classBuildLibraries[i].characterClass == characterClass) - return classBuildLibraries[i].possibleClassAbilities; - } - return null; - }*/ + /* public List GetBaseAbilities(GameTag characterClass) + { + for (int i = 0; i < classBuildLibraries.Count; i++) + { + if (classBuildLibraries[i].characterClass == characterClass) + return classBuildLibraries[i].possibleClassAbilities; + } + return null; + }*/ public List GetUnlockedBaseAbilities(GameTag characterClass) { @@ -173,7 +174,7 @@ public class BuildLibrary : MonoBehaviour { if (gameTag.name.ToLower().Contains("human")) continue; - if(classAbilitiesDictionary[gameTag].Contains(classAbility)) + if (classAbilitiesDictionary[gameTag].Contains(classAbility)) { return gameTag; } diff --git a/Assets/Scripts/Game/ChooseClassToggleController.cs b/Assets/Scripts/Game/ChooseClassToggleController.cs index a92944dd..a18b69c3 100644 --- a/Assets/Scripts/Game/ChooseClassToggleController.cs +++ b/Assets/Scripts/Game/ChooseClassToggleController.cs @@ -15,6 +15,7 @@ public class ChooseClassToggleController : MonoBehaviour for (int i = 0; i < characterClasses.Count; i++) { characterClasses[i].characterClassToggle.interactable = PlayerDataHandler.Instance.ClassUnlocked(PlayerDataHandler.Instance.currentPlayerName.Value, characterClasses[i].characterClass.name.ToLower()); + characterClasses[i].unlockedLight.SetActive(characterClasses[i].characterClassToggle.interactable); } humanToggle.isOn = true; } @@ -25,4 +26,5 @@ public class ClassToggle { public GameTag characterClass; public Toggle characterClassToggle; + public GameObject unlockedLight; } \ No newline at end of file diff --git a/Assets/Scripts/Game/ClassUnlockProgressionHandler.cs b/Assets/Scripts/Game/ClassUnlockProgressionHandler.cs index abf37f4b..e82292bd 100644 --- a/Assets/Scripts/Game/ClassUnlockProgressionHandler.cs +++ b/Assets/Scripts/Game/ClassUnlockProgressionHandler.cs @@ -18,7 +18,9 @@ public class ClassUnlockProgressionHandler : MonoBehaviour private const string abilityUnlockedText = "New ability learned: "; private const string classUnlockedText = "New Class Unlocked: "; - Coroutine pageRoutine; + + float pageEndTime; + float classEndTime; private void Awake() { @@ -34,16 +36,16 @@ public class ClassUnlockProgressionHandler : MonoBehaviour { count = PlayerDataHandler.Instance.LoadAbilityTomeProgress(PlayerDataHandler.Instance.currentPlayerName.Value, abilityIndex); - pageRoutine = StartCoroutine(DelayedPageInfo(AbilityIndexer.Instance.Abilities[abilityIndex].displayName, count.ToString(), GameConstants.GameBalancing.TotalPagesPerAbilityTome.ToString())); + pageEndTime = Time.time + GameConstants.GameBalancing.PermaDeathInfoTime; + StartCoroutine(DelayedPageInfo(AbilityIndexer.Instance.Abilities[abilityIndex].displayName, count.ToString(), GameConstants.GameBalancing.TotalPagesPerAbilityTome.ToString())); } private void CheckForUnlockedClass(int abilityIndex) { unlockedAbility = AbilityIndexer.Instance.Abilities[abilityIndex]; - StopCoroutine(pageRoutine); - - pageRoutine = StartCoroutine(DelayedUnlockInfo(unlockedAbility.displayName)); + pageEndTime = Time.time + GameConstants.GameBalancing.PermaDeathInfoTime; + StartCoroutine(DelayedUnlockInfo(unlockedAbility.displayName)); classTag = BuildLibrary.Instance.GetClassBasedOnAbility(unlockedAbility); @@ -51,6 +53,7 @@ public class ClassUnlockProgressionHandler : MonoBehaviour if (!PlayerDataHandler.Instance.ClassUnlocked(PlayerDataHandler.Instance.currentPlayerName.Value, classTag.name.ToLower())) { + classEndTime = Time.time + GameConstants.GameBalancing.PermaDeathInfoTime; StartCoroutine(DelayedClassUnlockInfo(classTag.name.ToUpper())); } @@ -58,9 +61,12 @@ public class ClassUnlockProgressionHandler : MonoBehaviour } IEnumerator DelayedPageInfo(string abilityName, string count, string total) { + unlockAbilityTextWarning.text = abilityName + abilityPageLearnedText + count + "/" + total; unlockAbilityTextWarning.gameObject.SetActive(true); - yield return new WaitForSeconds(GameConstants.GameBalancing.PermaDeathInfoTime); + + while (Time.time < pageEndTime) + yield return null; unlockAbilityTextWarning.gameObject.SetActive(false); } @@ -68,7 +74,9 @@ public class ClassUnlockProgressionHandler : MonoBehaviour { unlockAbilityTextWarning.text = abilityUnlockedText + abilityName; unlockAbilityTextWarning.gameObject.SetActive(true); - yield return new WaitForSeconds(GameConstants.GameBalancing.PermaDeathInfoTime); + + while (Time.time < pageEndTime) + yield return null; unlockAbilityTextWarning.gameObject.SetActive(false); } @@ -78,7 +86,8 @@ public class ClassUnlockProgressionHandler : MonoBehaviour unlockClassTextWarning.text = classUnlockedText + classname; unlockClassTextWarning.gameObject.SetActive(true); - yield return new WaitForSeconds(GameConstants.GameBalancing.PermaDeathInfoTime); + while (Time.time < classEndTime) + yield return null; unlockClassTextWarning.gameObject.SetActive(false); } diff --git a/Assets/Scripts/Game/GameConstants.cs b/Assets/Scripts/Game/GameConstants.cs index ac854380..8b4728e0 100644 --- a/Assets/Scripts/Game/GameConstants.cs +++ b/Assets/Scripts/Game/GameConstants.cs @@ -162,6 +162,31 @@ public static class GameConstants public static class CharacterBalancing { + // Define ranges and corresponding ranks + private static readonly (int Min, int Max, string Rank)[] PowerLevelRanges = new[] + { + (0, 690, "E"), + (691, 1699, "D"), + (1700, 3999, "C"), + (4000, 8999, "B"), + (9000, 55999, "A"), + (56000, 289999, "S"), + (290000, int.MaxValue, "S+") // For very high values + }; + + public static string GetRankBasedOnRelativeTotalPowerLevel(int powerLevel) + { + foreach (var range in PowerLevelRanges) + { + if (powerLevel >= range.Min && powerLevel <= range.Max) + { + return range.Rank; + } + } + + return "E"; // Default rank if the value somehow doesn't match (e.g., negative input) + } + public const float BaseExperienceThreshold = 600f; public const float ExperienceThresholdGrowth = 165f; public const float ExperienceThresholdGrowthPerLevelExponent = 1.88f; @@ -203,6 +228,7 @@ public static class GameConstants public const float MaximumFindFishWaitTime = 3.25f; public const float HealthIntoExperienceMultiplier = 0.66f; + public const float ReputationLevelIntoIncreasedExperienceMultiplier = 0.05f; public const int MinimumNumberOfWavesPerRift = 3; public const int MaximumNumberOfWavesPerRift = 4; diff --git a/Assets/Scripts/Player/PlayerLevel.cs b/Assets/Scripts/Player/PlayerLevel.cs index 6b9af00d..ce6295a0 100644 --- a/Assets/Scripts/Player/PlayerLevel.cs +++ b/Assets/Scripts/Player/PlayerLevel.cs @@ -38,7 +38,7 @@ public class Level public void GainExperience(float xpIncome) { - currentExperience += xpIncome; + currentExperience += xpIncome * (1 + GameConstants.GameBalancing.ReputationLevelIntoIncreasedExperienceMultiplier * PlayerDataHandler.Instance.LoadPlayerAccountData(PlayerDataHandler.Instance.currentPlayerName.Value).currentReputationLevel); if (currentExperience >= FinalExperienceThreshold) { currentExperience -= FinalExperienceThreshold; diff --git a/Assets/Starfield Skybox/Skybox.mat b/Assets/Starfield Skybox/Skybox.mat index 722cac9e..4e2979f9 100644 --- a/Assets/Starfield Skybox/Skybox.mat +++ b/Assets/Starfield Skybox/Skybox.mat @@ -94,7 +94,7 @@ Material: - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - - _Rotation: 1340.9523 + - _Rotation: 3619.9219 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1