stats update

This commit is contained in:
Pedro Gomes 2025-09-13 20:42:27 +01:00
parent 7015e214f1
commit b585247cf2
109 changed files with 5230 additions and 910 deletions

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@ -50,7 +50,7 @@ Material:
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@ -68,7 +68,7 @@ Material:
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@ -50,7 +50,7 @@ Material:
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- _MetallicGlossMap: - _MetallicGlossMap:

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@ -8,23 +8,57 @@ namespace Kryz.CharacterStats.Examples
public class CharacterStats : MonoBehaviour public class CharacterStats : MonoBehaviour
{ {
//Primary [Header("---------------------------------------------------------------------------------------------")]
public CharacterStat Strength; [Header("Primary Stats:")]
public CharacterStat Agility; public CharacterStat Cunning;
public CharacterStat Intelligence; public CharacterStat Flow;
public CharacterStat Spirit; public CharacterStat Presence;
public CharacterStat Vitality;
//Secondary //Secondary
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Offensive Stats:")]
[Space]
public CharacterStat AttackDamage; public CharacterStat AttackDamage;
public CharacterStat SpellDamage; public CharacterStat SpellDamage;
public CharacterStat AttackSpeed;
public CharacterStat CritChance; public CharacterStat CritChance;
public CharacterStat CritDamage; public CharacterStat CritDamage;
public CharacterStat AuraPower;
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Resource Stats:")]
[Space]
public CharacterStat MaxHealth; public CharacterStat MaxHealth;
public CharacterStat HealthRegen;
public CharacterStat MaxMana;
public CharacterStat ManaRegen;
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Defensive Stats:")]
[Space]
public CharacterStat Armor; public CharacterStat Armor;
public CharacterStat MagicResistance; public CharacterStat MagicResistance;
public CharacterStat DodgeChance;
public CharacterStat BlockChance;
public CharacterStat BlockEffectiveness;
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Misc Stats:")]
[Space]
public CharacterStat AreaEffectiveness;
public CharacterStat CooldownReduction;
public CharacterStat MovementSpeed;
public CharacterStat ReputationGainIncrease;
public CharacterStat GoldCostReduction;
//Awakening Related //Awakening Related
//public CharacterStat //public CharacterStat
@ -36,33 +70,42 @@ namespace Kryz.CharacterStats.Examples
protected virtual void Awake() protected virtual void Awake()
{ {
primaryStatsDictionary.Add(nameof(Strength).ToLower(), Strength); primaryStatsDictionary.Add(nameof(Cunning).ToLower(), Cunning);
primaryStatsDictionary.Add(nameof(Agility).ToLower(), Agility); primaryStatsDictionary.Add(nameof(Flow).ToLower(), Flow);
primaryStatsDictionary.Add(nameof(Intelligence).ToLower(), Intelligence); primaryStatsDictionary.Add(nameof(Presence).ToLower(), Presence);
primaryStatsDictionary.Add(nameof(Spirit).ToLower(), Spirit);
primaryStatsDictionary.Add(nameof(Vitality).ToLower(), Vitality);
secondaryStatsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage); secondaryStatsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
secondaryStatsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage); secondaryStatsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
secondaryStatsDictionary.Add(nameof(AttackSpeed).ToLower(), AttackSpeed);
secondaryStatsDictionary.Add(nameof(CritChance).ToLower(), CritChance); secondaryStatsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
secondaryStatsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage); secondaryStatsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
secondaryStatsDictionary.Add(nameof(AuraPower).ToLower(), AuraPower);
secondaryStatsDictionary.Add(nameof(HealthRegen).ToLower(), HealthRegen);
secondaryStatsDictionary.Add(nameof(ManaRegen).ToLower(), ManaRegen);
secondaryStatsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth); secondaryStatsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
secondaryStatsDictionary.Add(nameof(MaxMana).ToLower(), MaxMana);
secondaryStatsDictionary.Add(nameof(Armor).ToLower(), Armor); secondaryStatsDictionary.Add(nameof(Armor).ToLower(), Armor);
secondaryStatsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance); secondaryStatsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
secondaryStatsDictionary.Add(nameof(DodgeChance).ToLower(), DodgeChance);
secondaryStatsDictionary.Add(nameof(BlockChance).ToLower(), BlockChance);
secondaryStatsDictionary.Add(nameof(BlockEffectiveness).ToLower(), BlockEffectiveness);
secondaryStatsDictionary.Add(nameof(AreaEffectiveness).ToLower(), AreaEffectiveness);
secondaryStatsDictionary.Add(nameof(CooldownReduction).ToLower(), CooldownReduction);
secondaryStatsDictionary.Add(nameof(MovementSpeed).ToLower(), MovementSpeed);
secondaryStatsDictionary.Add(nameof(ReputationGainIncrease).ToLower(), ReputationGainIncrease);
secondaryStatsDictionary.Add(nameof(GoldCostReduction).ToLower(), GoldCostReduction);
onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats); onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
} }
public void IncreaseAllStatPoints(int amount) public void IncreaseAllStatPoints(int amount)
{ {
Strength.BaseValue += amount;
Agility.BaseValue += amount;
Intelligence.BaseValue += amount;
Spirit.BaseValue += amount;
Vitality.BaseValue += amount;
onUpdateStatValues.Invoke(); onUpdateStatValues.Invoke();
} }
@ -70,55 +113,43 @@ namespace Kryz.CharacterStats.Examples
public void UpdateSecondaryStatsBasedOnPrimaryStats() public void UpdateSecondaryStatsBasedOnPrimaryStats()
{ {
//Remove previous //Remove previous
AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource); CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource); CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
MovementSpeed.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource); //HealthRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource); MaxMana.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
ManaRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
CooldownReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
AttackSpeed.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
//ResourceCostReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource); AreaEffectiveness.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource); ReputationGainIncrease.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
GoldCostReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
AuraPower.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource); //Add refreshed values
CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource); CritChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource); CritDamage.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
//DodgeChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatInfluence.DodgeChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
MovementSpeed.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.MovementSpeedIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource); //HealthRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.HealthRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource); MaxMana.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.MaxManaIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
ManaRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.ManaRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
CooldownReduction.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.CooldownReductionIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
AttackSpeed.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.AttackSpeedIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
//ResourceCostReduction.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.ResourceCostReductionPerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource); AreaEffectiveness.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AreaEffectivenessIncreasePerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
MagicResistance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource); ReputationGainIncrease.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.ReputationGainIncreasePerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
MagicResistance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource); GoldCostReduction.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.GoldCostReductionPerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
MagicResistance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource); AuraPower.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AuraPowerPerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
//Add new values
AttackDamage.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
AttackDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
SpellDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
SpellDamage.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
CritChance.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
CritChance.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
//CritDamage.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
//CritDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
//CritDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
MaxHealth.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
MaxHealth.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
//Armor.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.ArmorIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
//Armor.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.ArmorIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
//Armor.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.ArmorIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
//MagicResistance.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.MagicResistanceIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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()); Debug.Log(this.gameObject.name + " has relative power level of: " + GetRelativePowerLevel());

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@ -5,6 +5,7 @@ using UnityEngine;
[CreateAssetMenu] [CreateAssetMenu]
public class CraftingStatStoneTemplate : Item public class CraftingStatStoneTemplate : Item
{ {
//TODO: Add new stats
[Space] [Space]
public int MinAttackDamageBonus; public int MinAttackDamageBonus;
public int MaxAttackDamageBonus; public int MaxAttackDamageBonus;

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@ -17,70 +17,64 @@ namespace Kryz.CharacterStats.Examples
[CreateAssetMenu] [CreateAssetMenu]
public class EquippableItem : Item public class EquippableItem : Item
{ {
public int StrengthBonus;
public int AgilityBonus;
public int IntelligenceBonus;
public int SpiritBonus;
public int VitalityBonus;
[Space]
public float StrengthPercentBonus;
public float AgilityPercentBonus;
public float IntelligencePercentBonus;
public float SpiritPercentBonus;
public float VitalityPercentBonus;
[Space]
public int AttackDamageBonus; public int AttackDamageBonus;
public int SpellDamageBonus; public int SpellDamageBonus;
//no flat attack speed bonus, only %
public int CritChanceBonus; public int CritChanceBonus;
public int CritDamageBonus; public int CritDamageBonus;
public int MaxHealthBonus; public int MaxHealthBonus;
public int HealthRegenBonus;
public int MaxManaBonus;
public int ManaRegenBonus;
public int ArmorBonus; public int ArmorBonus;
public int MagicResistanceBonus; public int MagicResistanceBonus;
//no flat dodge
//no flat block chance
//no flat block effectiveness
//no flat area
//no flat cdr
//no flat movespeed
//no flat rep gains
//no flat gold cost reduction
[Space] [Space]
public float AttackDamagePercentBonus; public float AttackDamagePercentBonus;
public float SpellDamagePercentBonus; public float SpellDamagePercentBonus;
public float AttackSpeedPercentBonus;
public float CritChancePercentBonus; public float CritChancePercentBonus;
public float CritDamagePercentBonus; public float CritDamagePercentBonus;
public float MaxHealthPercentBonus; public float MaxHealthPercentBonus;
public float HealthRegenPercentBonus;
public float MaxManaPercentBonus;
public float ManaRegenPercentBonus;
public float ArmorPercentBonus; public float ArmorPercentBonus;
public float MagicResistancePercentBonus; public float MagicResistancePercentBonus;
public float DodgeChancePercentBonus;
public float BlockChancePercentBonus;
public float BlockEffectivenessPercentBonus;
public float AreaEffectivenessPercentBonus;
public float CooldownReductionPercentBonus;
public float MovementSpeedPercentBonus;
public float ReputationGainIncreasePercentBonus;
public float GoldCostReductionPercentBonus;
public EquipmentType EquipmentType; public EquipmentType EquipmentType;
[Space] [Space]
public bool CraftableBase = false; public bool CraftableBase = false;
[Space(20f)] [Space(20f)]
[Header("Crafting-ish")] [Header("Crafting-ish")]
public int MinStrengthBonus;
public int MaxStrengthBonus;
[Space]
public int MinAgilityBonus;
public int MaxAgilityBonus;
[Space]
public int MinIntelligenceBonus;
public int MaxIntelligenceBonus;
[Space]
public int MinSpiritBonus;
public int MaxSpiritBonus;
[Space]
public int MinVitalityBonus;
public int MaxVitalityBonus;
[Space]
[Space]
public float MinStrengthPercentBonus;
public float MaxStrengthPercentBonus;
[Space]
public float MinAgilityPercentBonus;
public float MaxAgilityPercentBonus;
[Space]
public float MinIntelligencePercentBonus;
public float MaxIntelligencePercentBonus;
[Space]
public float MinSpiritPercentBonus;
public float MaxSpiritPercentBonus;
[Space]
public float MinVitalityPercentBonus;
public float MaxVitalityPercentBonus;
[Space]
[Space]
public int MinAttackDamageBonus; public int MinAttackDamageBonus;
public int MaxAttackDamageBonus; public int MaxAttackDamageBonus;
[Space] [Space]
@ -131,29 +125,6 @@ namespace Kryz.CharacterStats.Examples
public void Equip(PlayerCharacterStats c) public void Equip(PlayerCharacterStats c)
{ {
if (StrengthBonus != 0)
c.Strength.AddModifier(new StatModifier(StrengthBonus, StatModType.Flat, this));
if (AgilityBonus != 0)
c.Agility.AddModifier(new StatModifier(AgilityBonus, StatModType.Flat, this));
if (IntelligenceBonus != 0)
c.Intelligence.AddModifier(new StatModifier(IntelligenceBonus, StatModType.Flat, this));
if (SpiritBonus != 0)
c.Spirit.AddModifier(new StatModifier(SpiritBonus, StatModType.Flat, this));
if (VitalityBonus != 0)
c.Vitality.AddModifier(new StatModifier(VitalityBonus, StatModType.Flat, this));
if (StrengthPercentBonus != 0)
c.Strength.AddModifier(new StatModifier(StrengthPercentBonus, StatModType.PercentMult, this));
if (AgilityPercentBonus != 0)
c.Agility.AddModifier(new StatModifier(AgilityPercentBonus, StatModType.PercentMult, this));
if (IntelligencePercentBonus != 0)
c.Intelligence.AddModifier(new StatModifier(IntelligencePercentBonus, StatModType.PercentMult, this));
if (SpiritPercentBonus != 0)
c.Spirit.AddModifier(new StatModifier(SpiritPercentBonus, StatModType.PercentMult, this));
if (VitalityPercentBonus != 0)
c.Vitality.AddModifier(new StatModifier(VitalityPercentBonus, StatModType.PercentMult, this));
if (AttackDamageBonus != 0) if (AttackDamageBonus != 0)
c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this)); c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this));
@ -167,46 +138,102 @@ namespace Kryz.CharacterStats.Examples
if (MaxHealthBonus != 0) if (MaxHealthBonus != 0)
c.MaxHealth.AddModifier(new StatModifier(MaxHealthBonus, StatModType.Flat, this)); c.MaxHealth.AddModifier(new StatModifier(MaxHealthBonus, StatModType.Flat, this));
if (HealthRegenBonus != 0)
c.HealthRegen.AddModifier(new StatModifier(HealthRegenBonus, StatModType.Flat, this));
if (MaxManaBonus != 0)
c.MaxMana.AddModifier(new StatModifier(MaxManaBonus, StatModType.Flat, this));
if (ManaRegenBonus != 0)
c.ManaRegen.AddModifier(new StatModifier(ManaRegenBonus, StatModType.Flat, this));
if (ArmorBonus != 0) if (ArmorBonus != 0)
c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this)); c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this));
if (MagicResistanceBonus != 0) if (MagicResistanceBonus != 0)
c.MagicResistance.AddModifier(new StatModifier(MagicResistanceBonus, StatModType.Flat, this)); c.MagicResistance.AddModifier(new StatModifier(MagicResistanceBonus, StatModType.Flat, this));
if (AttackDamagePercentBonus != 0) if (AttackDamagePercentBonus != 0)
c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this)); c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this));
if (SpellDamagePercentBonus != 0) if (SpellDamagePercentBonus != 0)
c.SpellDamage.AddModifier(new StatModifier(SpellDamagePercentBonus, StatModType.PercentAdd, this)); c.SpellDamage.AddModifier(new StatModifier(SpellDamagePercentBonus, StatModType.PercentAdd, this));
if (AttackSpeedPercentBonus != 0)
c.AttackSpeed.AddModifier(new StatModifier(AttackSpeedPercentBonus, StatModType.PercentAdd, this));
if (CritChancePercentBonus != 0) if (CritChancePercentBonus != 0)
c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this)); c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this));
if (CritDamagePercentBonus != 0) if (CritDamagePercentBonus != 0)
c.CritDamage.AddModifier(new StatModifier(CritDamagePercentBonus, StatModType.PercentAdd, this)); c.CritDamage.AddModifier(new StatModifier(CritDamagePercentBonus, StatModType.PercentAdd, this));
if (MaxHealthPercentBonus != 0) if (MaxHealthPercentBonus != 0)
c.MaxHealth.AddModifier(new StatModifier(MaxHealthPercentBonus, StatModType.PercentAdd, this)); c.MaxHealth.AddModifier(new StatModifier(MaxHealthPercentBonus, StatModType.PercentAdd, this));
if (HealthRegenPercentBonus != 0)
c.HealthRegen.AddModifier(new StatModifier(HealthRegenPercentBonus, StatModType.PercentAdd, this));
if (MaxManaPercentBonus != 0)
c.MaxMana.AddModifier(new StatModifier(MaxManaPercentBonus, StatModType.PercentAdd, this));
if (ManaRegenPercentBonus != 0)
c.ManaRegen.AddModifier(new StatModifier(ManaRegenPercentBonus, StatModType.PercentAdd, this));
if (ArmorPercentBonus != 0) if (ArmorPercentBonus != 0)
c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this)); c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this));
if (MagicResistancePercentBonus != 0) if (MagicResistancePercentBonus != 0)
c.MagicResistance.AddModifier(new StatModifier(MagicResistancePercentBonus, StatModType.PercentAdd, this)); c.MagicResistance.AddModifier(new StatModifier(MagicResistancePercentBonus, StatModType.PercentAdd, this));
if (DodgeChancePercentBonus != 0)
c.DodgeChance.AddModifier(new StatModifier(DodgeChancePercentBonus, StatModType.PercentAdd, this));
if (BlockChancePercentBonus != 0)
c.BlockChance.AddModifier(new StatModifier(BlockChancePercentBonus, StatModType.PercentAdd, this));
if (BlockEffectivenessPercentBonus != 0)
c.BlockEffectiveness.AddModifier(new StatModifier(BlockEffectivenessPercentBonus, StatModType.PercentAdd, this));
if (AreaEffectivenessPercentBonus != 0)
c.AreaEffectiveness.AddModifier(new StatModifier(AreaEffectivenessPercentBonus, StatModType.PercentAdd, this));
if (CooldownReductionPercentBonus != 0)
c.CooldownReduction.AddModifier(new StatModifier(CooldownReductionPercentBonus, StatModType.PercentAdd, this));
if (MovementSpeedPercentBonus != 0)
c.MovementSpeed.AddModifier(new StatModifier(MovementSpeedPercentBonus, StatModType.PercentAdd, this));
if (ReputationGainIncreasePercentBonus != 0)
c.ReputationGainIncrease.AddModifier(new StatModifier(ReputationGainIncreasePercentBonus, StatModType.PercentAdd, this));
if (GoldCostReductionPercentBonus != 0)
c.GoldCostReduction.AddModifier(new StatModifier(GoldCostReductionPercentBonus, StatModType.PercentAdd, this));
} }
public void Unequip(PlayerCharacterStats c) public void Unequip(PlayerCharacterStats c)
{ {
c.Strength.RemoveAllModifiersFromSource(this);
c.Agility.RemoveAllModifiersFromSource(this);
c.Intelligence.RemoveAllModifiersFromSource(this);
c.Spirit.RemoveAllModifiersFromSource(this);
c.Vitality.RemoveAllModifiersFromSource(this);
c.AttackDamage.RemoveAllModifiersFromSource(this); c.AttackDamage.RemoveAllModifiersFromSource(this);
c.SpellDamage.RemoveAllModifiersFromSource(this); c.SpellDamage.RemoveAllModifiersFromSource(this);
c.AttackSpeed.RemoveAllModifiersFromSource(this);
c.CritChance.RemoveAllModifiersFromSource(this); c.CritChance.RemoveAllModifiersFromSource(this);
c.CritDamage.RemoveAllModifiersFromSource(this); c.CritDamage.RemoveAllModifiersFromSource(this);
c.MaxHealth.RemoveAllModifiersFromSource(this); c.MaxHealth.RemoveAllModifiersFromSource(this);
c.HealthRegen.RemoveAllModifiersFromSource(this);
c.MaxMana.RemoveAllModifiersFromSource(this);
c.ManaRegen.RemoveAllModifiersFromSource(this);
c.Armor.RemoveAllModifiersFromSource(this); c.Armor.RemoveAllModifiersFromSource(this);
c.MagicResistance.RemoveAllModifiersFromSource(this); c.MagicResistance.RemoveAllModifiersFromSource(this);
c.DodgeChance.RemoveAllModifiersFromSource(this);
c.BlockChance.RemoveAllModifiersFromSource(this);
c.BlockEffectiveness.RemoveAllModifiersFromSource(this);
c.AreaEffectiveness.RemoveAllModifiersFromSource(this);
c.CooldownReduction.RemoveAllModifiersFromSource(this);
c.MovementSpeed.RemoveAllModifiersFromSource(this);
c.ReputationGainIncrease.RemoveAllModifiersFromSource(this);
c.GoldCostReduction.RemoveAllModifiersFromSource(this);
} }
} }

View File

@ -8,33 +8,57 @@ using UnityEngine;
[System.Serializable] [System.Serializable]
public class EquippableItemInstance : ItemInstance public class EquippableItemInstance : ItemInstance
{ {
public int StrengthBonus;
public int AgilityBonus;
public int IntelligenceBonus;
public int SpiritBonus;
public int VitalityBonus;
[Space]
public float StrengthPercentBonus;
public float AgilityPercentBonus;
public float IntelligencePercentBonus;
public float SpiritPercentBonus;
public float VitalityPercentBonus;
[Space]
public int AttackDamageBonus; public int AttackDamageBonus;
public int SpellDamageBonus; public int SpellDamageBonus;
//no flat attack speed bonus, only %
public int CritChanceBonus; public int CritChanceBonus;
public int CritDamageBonus; public int CritDamageBonus;
public int MaxHealthBonus; public int MaxHealthBonus;
public int HealthRegenBonus;
public int MaxManaBonus;
public int ManaRegenBonus;
public int ArmorBonus; public int ArmorBonus;
public int MagicResistanceBonus; public int MagicResistanceBonus;
//no flat dodge
//no flat block chance
//no flat block effectiveness
//no flat area
//no flat cdr
//no flat movespeed
//no flat rep gains
//no flat gold cost reduction
[Space] [Space]
public float AttackDamagePercentBonus; public float AttackDamagePercentBonus;
public float SpellDamagePercentBonus; public float SpellDamagePercentBonus;
public float AttackSpeedPercentBonus;
public float CritChancePercentBonus; public float CritChancePercentBonus;
public float CritDamagePercentBonus; public float CritDamagePercentBonus;
public float MaxHealthPercentBonus; public float MaxHealthPercentBonus;
public float HealthRegenPercentBonus;
public float MaxManaPercentBonus;
public float ManaRegenPercentBonus;
public float ArmorPercentBonus; public float ArmorPercentBonus;
public float MagicResistancePercentBonus; public float MagicResistancePercentBonus;
public float DodgeChancePercentBonus;
public float BlockChancePercentBonus;
public float BlockEffectivenessPercentBonus;
public float AreaEffectivenessPercentBonus;
public float CooldownReductionPercentBonus;
public float MovementSpeedPercentBonus;
public float ReputationGainIncreasePercentBonus;
public float GoldCostReductionPercentBonus;
[Space] [Space]
public EquipmentType EquipmentType; public EquipmentType EquipmentType;
[Space] [Space]
@ -50,82 +74,113 @@ public class EquippableItemInstance : ItemInstance
public void Equip(PlayerCharacterStats c) public void Equip(PlayerCharacterStats c)
{ {
if (StrengthBonus != 0)
c.Strength.AddModifier(new StatModifier(StrengthBonus, StatModType.Flat, this.ItemName));
if (AgilityBonus != 0)
c.Agility.AddModifier(new StatModifier(AgilityBonus, StatModType.Flat, this.ItemName));
if (IntelligenceBonus != 0)
c.Intelligence.AddModifier(new StatModifier(IntelligenceBonus, StatModType.Flat, this.ItemName));
if (SpiritBonus != 0)
c.Spirit.AddModifier(new StatModifier(SpiritBonus, StatModType.Flat, this.ItemName));
if (VitalityBonus != 0)
c.Vitality.AddModifier(new StatModifier(VitalityBonus, StatModType.Flat, this.ItemName));
if (StrengthPercentBonus != 0)
c.Strength.AddModifier(new StatModifier(StrengthPercentBonus, StatModType.PercentMult, this.ItemName));
if (AgilityPercentBonus != 0)
c.Agility.AddModifier(new StatModifier(AgilityPercentBonus, StatModType.PercentMult, this.ItemName));
if (IntelligencePercentBonus != 0)
c.Intelligence.AddModifier(new StatModifier(IntelligencePercentBonus, StatModType.PercentMult, this.ItemName));
if (SpiritPercentBonus != 0)
c.Spirit.AddModifier(new StatModifier(SpiritPercentBonus, StatModType.PercentMult, this.ItemName));
if (VitalityPercentBonus != 0)
c.Vitality.AddModifier(new StatModifier(VitalityPercentBonus, StatModType.PercentMult, this.ItemName));
if (AttackDamageBonus != 0) if (AttackDamageBonus != 0)
c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this.ItemName)); c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this));
if (SpellDamageBonus != 0) if (SpellDamageBonus != 0)
c.SpellDamage.AddModifier(new StatModifier(SpellDamageBonus, StatModType.Flat, this.ItemName)); c.SpellDamage.AddModifier(new StatModifier(SpellDamageBonus, StatModType.Flat, this));
if (CritChanceBonus != 0) if (CritChanceBonus != 0)
c.CritChance.AddModifier(new StatModifier(CritChanceBonus, StatModType.Flat, this.ItemName)); c.CritChance.AddModifier(new StatModifier(CritChanceBonus, StatModType.Flat, this));
if (CritDamageBonus != 0) if (CritDamageBonus != 0)
c.CritDamage.AddModifier(new StatModifier(CritDamageBonus, StatModType.Flat, this.ItemName)); c.CritDamage.AddModifier(new StatModifier(CritDamageBonus, StatModType.Flat, this));
if (MaxHealthBonus != 0) if (MaxHealthBonus != 0)
c.MaxHealth.AddModifier(new StatModifier(MaxHealthBonus, StatModType.Flat, this.ItemName)); c.MaxHealth.AddModifier(new StatModifier(MaxHealthBonus, StatModType.Flat, this));
if (HealthRegenBonus != 0)
c.HealthRegen.AddModifier(new StatModifier(HealthRegenBonus, StatModType.Flat, this));
if (MaxManaBonus != 0)
c.MaxMana.AddModifier(new StatModifier(MaxManaBonus, StatModType.Flat, this));
if (ManaRegenBonus != 0)
c.ManaRegen.AddModifier(new StatModifier(ManaRegenBonus, StatModType.Flat, this));
if (ArmorBonus != 0) if (ArmorBonus != 0)
c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this.ItemName)); c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this));
if (MagicResistanceBonus != 0) if (MagicResistanceBonus != 0)
c.MagicResistance.AddModifier(new StatModifier(MagicResistanceBonus, StatModType.Flat, this.ItemName)); c.MagicResistance.AddModifier(new StatModifier(MagicResistanceBonus, StatModType.Flat, this));
if (AttackDamagePercentBonus != 0) if (AttackDamagePercentBonus != 0)
c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this.ItemName)); c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this));
if (SpellDamagePercentBonus != 0) if (SpellDamagePercentBonus != 0)
c.SpellDamage.AddModifier(new StatModifier(SpellDamagePercentBonus, StatModType.PercentAdd, this.ItemName)); c.SpellDamage.AddModifier(new StatModifier(SpellDamagePercentBonus, StatModType.PercentAdd, this));
if (AttackSpeedPercentBonus != 0)
c.AttackSpeed.AddModifier(new StatModifier(AttackSpeedPercentBonus, StatModType.PercentAdd, this));
if (CritChancePercentBonus != 0) if (CritChancePercentBonus != 0)
c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this.ItemName)); c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this));
if (CritDamagePercentBonus != 0) if (CritDamagePercentBonus != 0)
c.CritDamage.AddModifier(new StatModifier(CritDamagePercentBonus, StatModType.PercentAdd, this.ItemName)); c.CritDamage.AddModifier(new StatModifier(CritDamagePercentBonus, StatModType.PercentAdd, this));
if (MaxHealthPercentBonus != 0) if (MaxHealthPercentBonus != 0)
c.MaxHealth.AddModifier(new StatModifier(MaxHealthPercentBonus, StatModType.PercentAdd, this.ItemName)); c.MaxHealth.AddModifier(new StatModifier(MaxHealthPercentBonus, StatModType.PercentAdd, this));
if (HealthRegenPercentBonus != 0)
c.HealthRegen.AddModifier(new StatModifier(HealthRegenPercentBonus, StatModType.PercentAdd, this));
if (MaxManaPercentBonus != 0)
c.MaxMana.AddModifier(new StatModifier(MaxManaPercentBonus, StatModType.PercentAdd, this));
if (ManaRegenPercentBonus != 0)
c.ManaRegen.AddModifier(new StatModifier(ManaRegenPercentBonus, StatModType.PercentAdd, this));
if (ArmorPercentBonus != 0) if (ArmorPercentBonus != 0)
c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this.ItemName)); c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this));
if (MagicResistancePercentBonus != 0) if (MagicResistancePercentBonus != 0)
c.MagicResistance.AddModifier(new StatModifier(MagicResistancePercentBonus, StatModType.PercentAdd, this.ItemName)); c.MagicResistance.AddModifier(new StatModifier(MagicResistancePercentBonus, StatModType.PercentAdd, this));
if (DodgeChancePercentBonus != 0)
c.DodgeChance.AddModifier(new StatModifier(DodgeChancePercentBonus, StatModType.PercentAdd, this));
if (BlockChancePercentBonus != 0)
c.BlockChance.AddModifier(new StatModifier(BlockChancePercentBonus, StatModType.PercentAdd, this));
if (BlockEffectivenessPercentBonus != 0)
c.BlockEffectiveness.AddModifier(new StatModifier(BlockEffectivenessPercentBonus, StatModType.PercentAdd, this));
if (AreaEffectivenessPercentBonus != 0)
c.AreaEffectiveness.AddModifier(new StatModifier(AreaEffectivenessPercentBonus, StatModType.PercentAdd, this));
if (CooldownReductionPercentBonus != 0)
c.CooldownReduction.AddModifier(new StatModifier(CooldownReductionPercentBonus, StatModType.PercentAdd, this));
if (MovementSpeedPercentBonus != 0)
c.MovementSpeed.AddModifier(new StatModifier(MovementSpeedPercentBonus, StatModType.PercentAdd, this));
if (ReputationGainIncreasePercentBonus != 0)
c.ReputationGainIncrease.AddModifier(new StatModifier(ReputationGainIncreasePercentBonus, StatModType.PercentAdd, this));
if (GoldCostReductionPercentBonus != 0)
c.GoldCostReduction.AddModifier(new StatModifier(GoldCostReductionPercentBonus, StatModType.PercentAdd, this));
} }
public void Unequip(PlayerCharacterStats c) public void Unequip(PlayerCharacterStats c)
{ {
c.Strength.RemoveAllModifiersFromSource(this.ItemName); c.AttackDamage.RemoveAllModifiersFromSource(this);
c.Agility.RemoveAllModifiersFromSource(this.ItemName); c.SpellDamage.RemoveAllModifiersFromSource(this);
c.Intelligence.RemoveAllModifiersFromSource(this.ItemName);
c.Spirit.RemoveAllModifiersFromSource(this.ItemName);
c.Vitality.RemoveAllModifiersFromSource(this.ItemName);
c.AttackDamage.RemoveAllModifiersFromSource(this.ItemName); c.AttackSpeed.RemoveAllModifiersFromSource(this);
c.SpellDamage.RemoveAllModifiersFromSource(this.ItemName);
c.CritChance.RemoveAllModifiersFromSource(this.ItemName); c.CritChance.RemoveAllModifiersFromSource(this);
c.CritDamage.RemoveAllModifiersFromSource(this.ItemName); c.CritDamage.RemoveAllModifiersFromSource(this);
c.MaxHealth.RemoveAllModifiersFromSource(this.ItemName); c.MaxHealth.RemoveAllModifiersFromSource(this);
c.Armor.RemoveAllModifiersFromSource(this.ItemName); c.HealthRegen.RemoveAllModifiersFromSource(this);
c.MagicResistance.RemoveAllModifiersFromSource(this.ItemName); c.MaxMana.RemoveAllModifiersFromSource(this);
c.ManaRegen.RemoveAllModifiersFromSource(this);
c.Armor.RemoveAllModifiersFromSource(this);
c.MagicResistance.RemoveAllModifiersFromSource(this);
c.DodgeChance.RemoveAllModifiersFromSource(this);
c.BlockChance.RemoveAllModifiersFromSource(this);
c.BlockEffectiveness.RemoveAllModifiersFromSource(this);
c.AreaEffectiveness.RemoveAllModifiersFromSource(this);
c.CooldownReduction.RemoveAllModifiersFromSource(this);
c.MovementSpeed.RemoveAllModifiersFromSource(this);
c.ReputationGainIncrease.RemoveAllModifiersFromSource(this);
c.GoldCostReduction.RemoveAllModifiersFromSource(this);
} }
public bool CanAddCraftingStone(CraftingStatStone stone) public bool CanAddCraftingStone(CraftingStatStone stone)
@ -181,6 +236,7 @@ public class EquippableItemInstance : ItemInstance
return nonZeroStats; return nonZeroStats;
} }
//TODO: Add new stats to stones too
private void AddStats(CraftingStatStone stone) private void AddStats(CraftingStatStone stone)
{ {
AttackDamageBonus += stone.AttackDamageBonus; AttackDamageBonus += stone.AttackDamageBonus;
@ -200,20 +256,9 @@ public class EquippableItemInstance : ItemInstance
MagicResistancePercentBonus += stone.MagicResistancePercentBonus; MagicResistancePercentBonus += stone.MagicResistancePercentBonus;
} }
//TODO: Add new stats
public EquippableItemInstance() public EquippableItemInstance()
{ {
StrengthBonus = 0;
AgilityBonus = 0;
IntelligenceBonus = 0;
SpiritBonus = 0;
VitalityBonus = 0;
StrengthPercentBonus = 0;
AgilityPercentBonus = 0;
IntelligencePercentBonus = 0;
SpiritPercentBonus = 0;
VitalityPercentBonus = 0;
AttackDamageBonus = 0; AttackDamageBonus = 0;
SpellDamageBonus = 0; SpellDamageBonus = 0;
CritChanceBonus = 0; CritChanceBonus = 0;
@ -245,18 +290,6 @@ public class EquippableItemInstance : ItemInstance
description = template.description; description = template.description;
templateIndex = ItemIndexer.Instance.Items.IndexOf(template); templateIndex = ItemIndexer.Instance.Items.IndexOf(template);
StrengthBonus = template.StrengthBonus;
AgilityBonus = template.AgilityBonus;
IntelligenceBonus = template.IntelligenceBonus;
SpiritBonus = template.SpiritBonus;
VitalityBonus = template.VitalityBonus;
StrengthPercentBonus = template.StrengthPercentBonus;
AgilityPercentBonus = template.AgilityPercentBonus;
IntelligencePercentBonus = template.IntelligencePercentBonus;
SpiritPercentBonus = template.SpiritPercentBonus;
VitalityPercentBonus = template.VitalityPercentBonus;
AttackDamageBonus = template.AttackDamageBonus; AttackDamageBonus = template.AttackDamageBonus;
SpellDamageBonus = template.SpellDamageBonus; SpellDamageBonus = template.SpellDamageBonus;
CritChanceBonus = template.CritChanceBonus; CritChanceBonus = template.CritChanceBonus;
@ -290,18 +323,6 @@ public class EquippableItemInstance : ItemInstance
if (randomizeStats) if (randomizeStats)
{ {
StrengthBonus = Random.Range(template.MinStrengthBonus, template.MaxStrengthBonus);
AgilityBonus = Random.Range(template.MinAgilityBonus, template.MaxAgilityBonus);
IntelligenceBonus = Random.Range(template.MinIntelligenceBonus, template.MaxIntelligenceBonus);
SpiritBonus = Random.Range(template.MinSpiritBonus, template.MaxSpiritBonus);
VitalityBonus = Random.Range(template.MinVitalityBonus, template.MaxVitalityBonus);
StrengthPercentBonus = Mathf.Round(Random.Range(template.MinStrengthPercentBonus, template.MaxStrengthPercentBonus) * 100f) / 100f;
AgilityPercentBonus = Mathf.Round(Random.Range(template.MinAgilityPercentBonus, template.MaxAgilityPercentBonus) * 100f) / 100f;
IntelligencePercentBonus = Mathf.Round(Random.Range(template.MinIntelligencePercentBonus, template.MaxIntelligencePercentBonus) * 100f) / 100f;
SpiritPercentBonus = Mathf.Round(Random.Range(template.MinSpiritPercentBonus, template.MaxSpiritPercentBonus) * 100f) / 100f;
VitalityPercentBonus = Mathf.Round(Random.Range(template.MinVitalityPercentBonus, template.MaxVitalityPercentBonus) * 100f) / 100f;
AttackDamageBonus = Random.Range(template.MinAttackDamageBonus, template.MaxAttackDamageBonus); AttackDamageBonus = Random.Range(template.MinAttackDamageBonus, template.MaxAttackDamageBonus);
SpellDamageBonus = Random.Range(template.MinSpellDamageBonus, template.MaxSpellDamageBonus); SpellDamageBonus = Random.Range(template.MinSpellDamageBonus, template.MaxSpellDamageBonus);
@ -323,17 +344,6 @@ public class EquippableItemInstance : ItemInstance
} }
else else
{ {
StrengthBonus = template.StrengthBonus;
AgilityBonus = template.AgilityBonus;
IntelligenceBonus = template.IntelligenceBonus;
SpiritBonus = template.SpiritBonus;
VitalityBonus = template.VitalityBonus;
StrengthPercentBonus = template.StrengthPercentBonus;
AgilityPercentBonus = template.AgilityPercentBonus;
IntelligencePercentBonus = template.IntelligencePercentBonus;
SpiritPercentBonus = template.SpiritPercentBonus;
VitalityPercentBonus = template.VitalityPercentBonus;
AttackDamageBonus = template.AttackDamageBonus; AttackDamageBonus = template.AttackDamageBonus;
SpellDamageBonus = template.SpellDamageBonus; SpellDamageBonus = template.SpellDamageBonus;

View File

@ -62,21 +62,7 @@ public class EquippedItemTooltip : MonoBehaviour
sb.Length = 0; sb.Length = 0;
AddStatText(item.StrengthBonus, " Strength"); //TODO: Add new stats
AddStatText(item.AgilityBonus, " Agility");
AddStatText(item.IntelligenceBonus, " Intelligence");
AddStatText(item.SpiritBonus, " Spirit");
AddStatText(item.VitalityBonus, " Vitality");
sb.AppendLine();
AddStatText(item.StrengthPercentBonus * 100, "% Strength");
AddStatText(item.AgilityPercentBonus * 100, "% Agility");
AddStatText(item.IntelligencePercentBonus * 100, "% Intelligence");
AddStatText(item.SpiritPercentBonus * 100, "% Spirit");
AddStatText(item.VitalityPercentBonus * 100, "% Vitality");
sb.AppendLine();
AddStatText(item.AttackDamageBonus, " Attack Damage"); AddStatText(item.AttackDamageBonus, " Attack Damage");
@ -84,6 +70,9 @@ public class EquippedItemTooltip : MonoBehaviour
AddStatText(item.CritChanceBonus, "% Base Crit Chance"); AddStatText(item.CritChanceBonus, "% Base Crit Chance");
AddStatText(item.CritDamageBonus, "% Base Crit Damage"); AddStatText(item.CritDamageBonus, "% Base Crit Damage");
AddStatText(item.MaxHealthBonus, " Max Health"); AddStatText(item.MaxHealthBonus, " Max Health");
AddStatText(item.HealthRegenBonus, " Health Regen");
AddStatText(item.MaxManaBonus, " Max Mana");
AddStatText(item.ManaRegenBonus, " Mana Regen");
AddStatText(item.ArmorBonus, " Armor"); AddStatText(item.ArmorBonus, " Armor");
AddStatText(item.MagicResistanceBonus, " Magic Resistance"); AddStatText(item.MagicResistanceBonus, " Magic Resistance");
@ -91,11 +80,23 @@ public class EquippedItemTooltip : MonoBehaviour
AddStatText(item.AttackDamagePercentBonus * 100, " % Attack Damage"); AddStatText(item.AttackDamagePercentBonus * 100, " % Attack Damage");
AddStatText(item.SpellDamagePercentBonus * 100, " % Spell Damage"); AddStatText(item.SpellDamagePercentBonus * 100, " % Spell Damage");
AddStatText(item.AttackSpeedPercentBonus * 100, " % Attack Speed");
AddStatText(item.CritChancePercentBonus * 100, "% Increased Crit Chance"); AddStatText(item.CritChancePercentBonus * 100, "% Increased Crit Chance");
AddStatText(item.CritDamagePercentBonus * 100, "% Increased Crit Damage"); AddStatText(item.CritDamagePercentBonus * 100, "% Increased Crit Damage");
AddStatText(item.MaxHealthPercentBonus * 100, " % Max Health"); AddStatText(item.MaxHealthPercentBonus * 100, " % Max Health");
AddStatText(item.HealthRegenPercentBonus * 100, " % Health Regen");
AddStatText(item.MaxManaPercentBonus * 100, " % Max Mana");
AddStatText(item.ManaRegenPercentBonus * 100, " % ManaRegen");
AddStatText(item.ArmorPercentBonus * 100, " % Armor"); AddStatText(item.ArmorPercentBonus * 100, " % Armor");
AddStatText(item.MagicResistancePercentBonus * 100, " % Magic Resistance"); AddStatText(item.MagicResistancePercentBonus * 100, " % Magic Resistance");
AddStatText(item.DodgeChancePercentBonus * 100, " % Dodge Chance");
AddStatText(item.BlockChancePercentBonus * 100, " % Block Chance");
AddStatText(item.BlockEffectivenessPercentBonus * 100, " % Block Effectiveness");
AddStatText(item.AreaEffectivenessPercentBonus * 100, " % Area Effectiveness");
AddStatText(item.CooldownReductionPercentBonus * 100, " % Cooldown Reduction");
AddStatText(item.MovementSpeedPercentBonus * 100, " % Movement Speed");
AddStatText(item.ReputationGainIncreasePercentBonus * 100, " % Reputation Gain Increase");
AddStatText(item.GoldCostReductionPercentBonus * 100, " % Gold Cost Reduction");
if (!string.IsNullOrEmpty(itemToShow.description)) if (!string.IsNullOrEmpty(itemToShow.description))
{ {
@ -124,21 +125,7 @@ public class EquippedItemTooltip : MonoBehaviour
sb.Length = 0; sb.Length = 0;
AddStatText(item.StrengthBonus, " Strength"); //TODO: Add new stats
AddStatText(item.AgilityBonus, " Agility");
AddStatText(item.IntelligenceBonus, " Intelligence");
AddStatText(item.SpiritBonus, " Spirit");
AddStatText(item.VitalityBonus, " Vitality");
sb.AppendLine();
AddStatText(item.StrengthPercentBonus * 100, "% Strength");
AddStatText(item.AgilityPercentBonus * 100, "% Agility");
AddStatText(item.IntelligencePercentBonus * 100, "% Intelligence");
AddStatText(item.SpiritPercentBonus * 100, "% Spirit");
AddStatText(item.VitalityPercentBonus * 100, "% Vitality");
sb.AppendLine();
AddStatText(item.AttackDamageBonus, " Attack Damage"); AddStatText(item.AttackDamageBonus, " Attack Damage");
AddStatText(item.SpellDamageBonus, " Spell Damage"); AddStatText(item.SpellDamageBonus, " Spell Damage");

View File

@ -67,21 +67,6 @@ namespace Kryz.CharacterStats.Examples
sb.Length = 0; sb.Length = 0;
AddStatText(item.StrengthBonus, " Strength");
AddStatText(item.AgilityBonus, " Agility");
AddStatText(item.IntelligenceBonus, " Intelligence");
AddStatText(item.SpiritBonus, " Spirit");
AddStatText(item.VitalityBonus, " Vitality");
sb.AppendLine();
AddStatText(item.StrengthPercentBonus * 100, "% Strength");
AddStatText(item.AgilityPercentBonus * 100, "% Agility");
AddStatText(item.IntelligencePercentBonus * 100, "% Intelligence");
AddStatText(item.SpiritPercentBonus * 100, "% Spirit");
AddStatText(item.VitalityPercentBonus * 100, "% Vitality");
sb.AppendLine();
AddStatText(item.AttackDamageBonus, " Attack Damage"); AddStatText(item.AttackDamageBonus, " Attack Damage");
@ -134,27 +119,14 @@ namespace Kryz.CharacterStats.Examples
sb.Length = 0; sb.Length = 0;
AddStatText(item.StrengthBonus, " Strength");
AddStatText(item.AgilityBonus, " Agility");
AddStatText(item.IntelligenceBonus, " Intelligence");
AddStatText(item.SpiritBonus, " Spirit");
AddStatText(item.VitalityBonus, " Vitality");
sb.AppendLine();
AddStatText(item.StrengthPercentBonus * 100, "% Strength");
AddStatText(item.AgilityPercentBonus * 100, "% Agility");
AddStatText(item.IntelligencePercentBonus * 100, "% Intelligence");
AddStatText(item.SpiritPercentBonus * 100, "% Spirit");
AddStatText(item.VitalityPercentBonus * 100, "% Vitality");
sb.AppendLine();
AddStatText(item.AttackDamageBonus, " Attack Damage"); AddStatText(item.AttackDamageBonus, " Attack Damage");
AddStatText(item.SpellDamageBonus, " Spell Damage"); AddStatText(item.SpellDamageBonus, " Spell Damage");
AddStatText(item.CritChanceBonus, "% Base Crit Chance"); AddStatText(item.CritChanceBonus, "% Base Crit Chance");
AddStatText(item.CritDamageBonus, "% Base Crit Damage"); AddStatText(item.CritDamageBonus, "% Base Crit Damage");
AddStatText(item.MaxHealthBonus, " Max Health"); AddStatText(item.MaxHealthBonus, " Max Health");
AddStatText(item.HealthRegenBonus, " Health Regen");
AddStatText(item.MaxManaBonus, " Max Mana");
AddStatText(item.ManaRegenBonus, " Mana Regen");
AddStatText(item.ArmorBonus, " Armor"); AddStatText(item.ArmorBonus, " Armor");
AddStatText(item.MagicResistanceBonus, " Magic Resistance"); AddStatText(item.MagicResistanceBonus, " Magic Resistance");
@ -162,11 +134,23 @@ namespace Kryz.CharacterStats.Examples
AddStatText(item.AttackDamagePercentBonus * 100, " % Attack Damage"); AddStatText(item.AttackDamagePercentBonus * 100, " % Attack Damage");
AddStatText(item.SpellDamagePercentBonus * 100, " % Spell Damage"); AddStatText(item.SpellDamagePercentBonus * 100, " % Spell Damage");
AddStatText(item.AttackSpeedPercentBonus * 100, " % Attack Speed");
AddStatText(item.CritChancePercentBonus * 100, "% Increased Crit Chance"); AddStatText(item.CritChancePercentBonus * 100, "% Increased Crit Chance");
AddStatText(item.CritDamagePercentBonus * 100, "% Increased Crit Damage"); AddStatText(item.CritDamagePercentBonus * 100, "% Increased Crit Damage");
AddStatText(item.MaxHealthPercentBonus * 100, " % Max Health"); AddStatText(item.MaxHealthPercentBonus * 100, " % Max Health");
AddStatText(item.HealthRegenPercentBonus * 100, " % Health Regen");
AddStatText(item.MaxManaPercentBonus * 100, " % Max Mana");
AddStatText(item.ManaRegenPercentBonus * 100, " % ManaRegen");
AddStatText(item.ArmorPercentBonus * 100, " % Armor"); AddStatText(item.ArmorPercentBonus * 100, " % Armor");
AddStatText(item.MagicResistancePercentBonus * 100, " % Magic Resistance"); AddStatText(item.MagicResistancePercentBonus * 100, " % Magic Resistance");
AddStatText(item.DodgeChancePercentBonus * 100, " % Dodge Chance");
AddStatText(item.BlockChancePercentBonus * 100, " % Block Chance");
AddStatText(item.BlockEffectivenessPercentBonus * 100, " % Block Effectiveness");
AddStatText(item.AreaEffectivenessPercentBonus * 100, " % Area Effectiveness");
AddStatText(item.CooldownReductionPercentBonus * 100, " % Cooldown Reduction");
AddStatText(item.MovementSpeedPercentBonus * 100, " % Movement Speed");
AddStatText(item.ReputationGainIncreasePercentBonus * 100, " % Reputation Gain Increase");
AddStatText(item.GoldCostReductionPercentBonus * 100, " % Gold Cost Reduction");
if (!string.IsNullOrEmpty(itemFromVendor.description)) if (!string.IsNullOrEmpty(itemFromVendor.description))
{ {

View File

@ -45,15 +45,7 @@ namespace Kryz.CharacterStats.Examples
base.Awake(); base.Awake();
statsCollection.Add(Strength);
statsCollection.Add(Agility);
statsCollection.Add(Intelligence);
statsCollection.Add(Spirit);
statsCollection.Add(Vitality);
//Debug.Log("HEALTH GET BASE MAX VALUE: " + health.GetBaseMaxValue());
MaxHealth.BaseValue = health.GetBaseMaxValue();
//Debug.Log("MAX HEALTH GET BASE MAX VALUE: " + MaxHealth.BaseValue);
accountData = PlayerDataHandler.Instance.LoadPlayerAccountData(PlayerDataHandler.Instance.currentPlayerName.Value); accountData = PlayerDataHandler.Instance.LoadPlayerAccountData(PlayerDataHandler.Instance.currentPlayerName.Value);
characterData = PlayerDataHandler.Instance.LoadCharacterData(PlayerDataHandler.Instance.currentPlayerName.Value, PlayerDataHandler.Instance.currentCharacterName.Value); characterData = PlayerDataHandler.Instance.LoadCharacterData(PlayerDataHandler.Instance.currentPlayerName.Value, PlayerDataHandler.Instance.currentCharacterName.Value);
@ -115,8 +107,9 @@ namespace Kryz.CharacterStats.Examples
statPanel = FindObjectOfType<StatPanel>(); statPanel = FindObjectOfType<StatPanel>();
statPanel.SetPlayerStats(this); statPanel.SetPlayerStats(this);
statPanel.SetStats(Strength, Agility, Intelligence, Spirit, Vitality); statPanel.SetStats(Cunning, Flow, Presence);
statPanel.SetSecondaryStats(AttackDamage, SpellDamage, CritChance, CritDamage, MaxHealth, Armor, MagicResistance); statPanel.SetSecondaryStats(AttackDamage, SpellDamage, AttackSpeed, CritChance, CritDamage, AuraPower, MaxHealth, HealthRegen, MaxMana, ManaRegen, Armor, MagicResistance, DodgeChance, BlockChance, BlockEffectiveness, AreaEffectiveness, CooldownReduction, MovementSpeed, ReputationGainIncrease, GoldCostReduction);
//TODO: statPanel set misc stats (area, cdr, movespeed, rep, gold
statPanel.UpdateStatValues(); statPanel.UpdateStatValues();
statPanel.SetCharacterInfo(PlayerDataHandler.Instance.currentCharacterName.Value, level.currentLevel.ToString(), reputationLevel.currentLevel.ToString()); statPanel.SetCharacterInfo(PlayerDataHandler.Instance.currentCharacterName.Value, level.currentLevel.ToString(), reputationLevel.currentLevel.ToString());
statPanel.ToggleAllocateButtonsInteractable(AvailablePointsToAllocate > 0); statPanel.ToggleAllocateButtonsInteractable(AvailablePointsToAllocate > 0);
@ -249,17 +242,13 @@ namespace Kryz.CharacterStats.Examples
public void UpdateAllocatedStats() public void UpdateAllocatedStats()
{ {
Strength.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource); Cunning.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
Agility.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource); Flow.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
Intelligence.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource); Presence.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
Spirit.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
Vitality.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
Strength.AddModifier(new StatModifier(AllocatedStatPoints[0], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource)); Cunning.AddModifier(new StatModifier(AllocatedStatPoints[0], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
Agility.AddModifier(new StatModifier(AllocatedStatPoints[1], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource)); Flow.AddModifier(new StatModifier(AllocatedStatPoints[1], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
Intelligence.AddModifier(new StatModifier(AllocatedStatPoints[2], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource)); Presence.AddModifier(new StatModifier(AllocatedStatPoints[2], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
Spirit.AddModifier(new StatModifier(AllocatedStatPoints[3], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
Vitality.AddModifier(new StatModifier(AllocatedStatPoints[4], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
characterData.availablePointsToAllocate = AvailablePointsToAllocate; characterData.availablePointsToAllocate = AvailablePointsToAllocate;
@ -275,20 +264,9 @@ namespace Kryz.CharacterStats.Examples
public void UpdateStatsBasedOnLevel() public void UpdateStatsBasedOnLevel()
{ {
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);
MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource); MaxHealth.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));
//Debug.Log("MAX HEALTH BASE VALUE: " + MaxHealth.BaseValue); //Debug.Log("MAX HEALTH BASE VALUE: " + MaxHealth.BaseValue);
MaxHealth.AddModifier(new StatModifier(MaxHealth.BaseValue * (level.currentLevel - 1) * GameConstants.CharacterStatsBalancing.BaseMaxHealthGrowthPerLevel, StatModType.Flat, GameConstants.ObjectSources.LevelSource)); MaxHealth.AddModifier(new StatModifier(MaxHealth.BaseValue * (level.currentLevel - 1) * GameConstants.CharacterStatsBalancing.BaseMaxHealthGrowthPerLevel, StatModType.Flat, GameConstants.ObjectSources.LevelSource));

View File

@ -70,8 +70,6 @@ namespace Kryz.CharacterStats.Examples
addStatButtons[0].onClick.AddListener(() => AllocateStat(0)); addStatButtons[0].onClick.AddListener(() => AllocateStat(0));
addStatButtons[1].onClick.AddListener(() => AllocateStat(1)); addStatButtons[1].onClick.AddListener(() => AllocateStat(1));
addStatButtons[2].onClick.AddListener(() => AllocateStat(2)); addStatButtons[2].onClick.AddListener(() => AllocateStat(2));
addStatButtons[3].onClick.AddListener(() => AllocateStat(3));
addStatButtons[4].onClick.AddListener(() => AllocateStat(4));
resetAllocated.onClick.AddListener(ResetAllocatedStats); resetAllocated.onClick.AddListener(ResetAllocatedStats);
} }
public void SetSecondaryStats(params CharacterStat[] secondaryStats) public void SetSecondaryStats(params CharacterStat[] secondaryStats)

View File

@ -3217,7 +3217,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: -42.50049, y: 0} m_AnchoredPosition: {x: -42.500732, y: 0}
m_SizeDelta: {x: 42.5, y: 20} m_SizeDelta: {x: 42.5, y: 20}
m_Pivot: {x: 0, y: 0} m_Pivot: {x: 0, y: 0}
--- !u!222 &7075349826737639971 --- !u!222 &7075349826737639971
@ -4103,7 +4103,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 0} m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0} m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: 42.50049, y: 0} m_AnchoredPosition: {x: 42.500732, y: 0}
m_SizeDelta: {x: 42.5, y: 20} m_SizeDelta: {x: 42.5, y: 20}
m_Pivot: {x: 1, y: 0} m_Pivot: {x: 1, y: 0}
--- !u!222 &5265012986578975575 --- !u!222 &5265012986578975575
@ -7970,30 +7970,35 @@ MonoBehaviour:
sellPriceVendor: 0 sellPriceVendor: 0
description: description:
templateIndex: 0 templateIndex: 0
StrengthBonus: 0
AgilityBonus: 0
IntelligenceBonus: 0
SpiritBonus: 0
VitalityBonus: 0
StrengthPercentBonus: 0
AgilityPercentBonus: 0
IntelligencePercentBonus: 0
SpiritPercentBonus: 0
VitalityPercentBonus: 0
AttackDamageBonus: 0 AttackDamageBonus: 0
SpellDamageBonus: 0 SpellDamageBonus: 0
CritChanceBonus: 0 CritChanceBonus: 0
CritDamageBonus: 0 CritDamageBonus: 0
MaxHealthBonus: 0 MaxHealthBonus: 0
HealthRegenBonus: 0
MaxManaBonus: 0
ManaRegenBonus: 0
ArmorBonus: 0 ArmorBonus: 0
MagicResistanceBonus: 0 MagicResistanceBonus: 0
AttackDamagePercentBonus: 0 AttackDamagePercentBonus: 0
SpellDamagePercentBonus: 0 SpellDamagePercentBonus: 0
AttackSpeedPercentBonus: 0
CritChancePercentBonus: 0 CritChancePercentBonus: 0
CritDamagePercentBonus: 0 CritDamagePercentBonus: 0
MaxHealthPercentBonus: 0 MaxHealthPercentBonus: 0
HealthRegenPercentBonus: 0
MaxManaPercentBonus: 0
ManaRegenPercentBonus: 0
ArmorPercentBonus: 0 ArmorPercentBonus: 0
MagicResistancePercentBonus: 0 MagicResistancePercentBonus: 0
DodgeChancePercentBonus: 0
BlockChancePercentBonus: 0
BlockEffectivenessPercentBonus: 0
AreaEffectivenessPercentBonus: 0
CooldownReductionPercentBonus: 0
MovementSpeedPercentBonus: 0
ReputationGainIncreasePercentBonus: 0
GoldCostReductionPercentBonus: 0
EquipmentType: 0 EquipmentType: 0
CraftableBase: 0 CraftableBase: 0
MaxTotalUniqueStatsIncreasedByStones: 0 MaxTotalUniqueStatsIncreasedByStones: 0
@ -14092,8 +14097,6 @@ MonoBehaviour:
- {fileID: 7475116342277029545} - {fileID: 7475116342277029545}
- {fileID: 7383279236982269789} - {fileID: 7383279236982269789}
- {fileID: 7461064752200143561} - {fileID: 7461064752200143561}
- {fileID: 4759723387819599452}
- {fileID: 7840512114563794883}
- {fileID: 3698633681200490567} - {fileID: 3698633681200490567}
secondaryStatDisplays: secondaryStatDisplays:
- {fileID: 3362019307574079437} - {fileID: 3362019307574079437}
@ -14103,26 +14106,48 @@ MonoBehaviour:
- {fileID: 3495900885079073846} - {fileID: 3495900885079073846}
- {fileID: 578454789622889406} - {fileID: 578454789622889406}
- {fileID: 4302328313335060030} - {fileID: 4302328313335060030}
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- {fileID: 2825999169382097392}
- {fileID: 8269423699587754170}
statNames: statNames:
- strength - cunning
- agility - flow
- intelligence - presence
- spirit
- vitality
addStatButtons: addStatButtons:
- {fileID: 3920219973926111465} - {fileID: 3920219973926111465}
- {fileID: 4011920737382830365} - {fileID: 4011920737382830365}
- {fileID: 3913803044804994185} - {fileID: 3913803044804994185}
- {fileID: 1429460544233492508}
- {fileID: 4401285417393631619}
secondaryStatNames: secondaryStatNames:
- attack damage - attack damage
- spell damage - spell damage
- attack speed
- crit chance - crit chance
- crit damage - crit damage
- aura power
- max health - max health
- health regen
- max mana
- mana regen
- armor - armor
- magic resistance - magic resistance
- dodge chance
- block chance
- block effectiveness
- area effectiveness
- cooldown reduction
- movement speed
- reputation gain increase
- gold cost reduction
characterName: {fileID: 9057549820633280847} characterName: {fileID: 9057549820633280847}
characterLevel: {fileID: 8357715456735506733} characterLevel: {fileID: 8357715456735506733}
characterRepLevel: {fileID: 6630746483793193111} characterRepLevel: {fileID: 6630746483793193111}
@ -30138,7 +30163,11 @@ PrefabInstance:
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propertyPath: m_text propertyPath: m_text
value: max health value: crit damage
objectReference: {fileID: 0}
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propertyPath: m_text
value: mana regen
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.x propertyPath: m_SizeDelta.x
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propertyPath: m_text propertyPath: m_text
value: strength value: cunning
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_text propertyPath: m_text
value: intelligence value: presence
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_Navigation.m_Mode propertyPath: m_Navigation.m_Mode
@ -30162,15 +30191,27 @@ PrefabInstance:
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propertyPath: m_text propertyPath: m_text
value: agility value: flow
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_Navigation.m_Mode propertyPath: m_Navigation.m_Mode
value: 0 value: 0
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- target: {fileID: 518473821506148660, guid: 369f87c2a2dd3b246b04552b05534a04, type: 3}
propertyPath: m_text
value: cooldown reduction
objectReference: {fileID: 0}
- target: {fileID: 530390472575717372, guid: 369f87c2a2dd3b246b04552b05534a04, type: 3}
propertyPath: m_text
value: max mana
objectReference: {fileID: 0}
- target: {fileID: 646180832047973150, guid: 369f87c2a2dd3b246b04552b05534a04, type: 3} - target: {fileID: 646180832047973150, guid: 369f87c2a2dd3b246b04552b05534a04, type: 3}
propertyPath: m_text propertyPath: m_text
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.x propertyPath: m_SizeDelta.x
@ -30206,7 +30247,7 @@ PrefabInstance:
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propertyPath: m_text propertyPath: m_text
value: magic resistance value: max health
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.x propertyPath: m_SizeDelta.x
@ -30240,6 +30281,10 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y propertyPath: m_AnchoredPosition.y
value: -599.5 value: -599.5
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_text
value: block chance
objectReference: {fileID: 0}
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propertyPath: m_Sprite propertyPath: m_Sprite
value: value:
@ -30256,6 +30301,10 @@ PrefabInstance:
propertyPath: m_Navigation.m_Mode propertyPath: m_Navigation.m_Mode
value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_text
value: block effectiveness
objectReference: {fileID: 0}
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propertyPath: m_Navigation.m_Mode propertyPath: m_Navigation.m_Mode
value: 0 value: 0
@ -30264,10 +30313,30 @@ PrefabInstance:
propertyPath: m_text propertyPath: m_text
value: vitality value: vitality
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_text
value: dodge chance
objectReference: {fileID: 0}
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propertyPath: m_text
value: armor
objectReference: {fileID: 0}
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propertyPath: m_text
value: gold cost reduction
objectReference: {fileID: 0}
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propertyPath: m_text
value: area effectiveness
objectReference: {fileID: 0}
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value: movement speed
objectReference: {fileID: 0}
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value: 1 value: 1
@ -30300,6 +30369,10 @@ PrefabInstance:
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value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_text
value: reputation gain increase
objectReference: {fileID: 0}
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propertyPath: m_text propertyPath: m_text
value: spell damage value: spell damage
@ -30452,9 +30525,13 @@ PrefabInstance:
propertyPath: m_SizeDelta.y propertyPath: m_SizeDelta.y
value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_text
value: magic resistance
objectReference: {fileID: 0}
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propertyPath: m_text propertyPath: m_text
value: crit damage value: crit chance
objectReference: {fileID: 0} objectReference: {fileID: 0}
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@ -56,7 +56,7 @@ public abstract class BaseDamageOverTimeEffectInstance : StatusEffectInstance
Health targetHealth = GetComponent<Health>(); Health targetHealth = GetComponent<Health>();
if (targetHealth != null) if (targetHealth != null)
{ {
targetHealth.ChangeValue(-currentDamagePerTick, (int)mitigationType); targetHealth.ChangeValue(-currentDamagePerTick, (int)mitigationType, false);
} }
OnEffectTick.Invoke(); OnEffectTick.Invoke();
} }

View File

@ -24,7 +24,7 @@ public class InstantValueEffect : BaseEffect
private float finalValue; private float finalValue;
private CharacterStats stats; private CharacterStats stats;
private DamageOutputModifierEffectInstance damageOutputModifier; private DamageOutputModifierEffectInstance damageOutputModifier;
private bool isCrit;
public override void ApplyEffect(Taggable user, List<Taggable> targets) public override void ApplyEffect(Taggable user, List<Taggable> targets)
{ {
if (user == null) return; if (user == null) return;
@ -56,7 +56,7 @@ public class InstantValueEffect : BaseEffect
{ {
targetHealth = target.GetComponent<Health>(); targetHealth = target.GetComponent<Health>();
if (targetHealth != null) if (targetHealth != null)
targetHealth.ChangeValue(GetCorrectValueSign(user, target), (int)damageType); targetHealth.ChangeValue(GetCorrectValueSign(user, target), (int)damageType, isCrit);
//targetHealth.ChangeValue(target.targetTag == TargettingTag.Enemy ? -value : value); //targetHealth.ChangeValue(target.targetTag == TargettingTag.Enemy ? -value : value);
} }
} }
@ -125,6 +125,7 @@ public class InstantValueEffect : BaseEffect
if (IsCrit(stats) && !applyToClassResourceInstead) if (IsCrit(stats) && !applyToClassResourceInstead)
{ {
finalValue *= (1 + stats.CritDamage.Value / 100f); finalValue *= (1 + stats.CritDamage.Value / 100f);
isCrit = true;
//Debug.Log("FinalValue IsCrit = " + finalValue + " dmgType = " + damageType); //Debug.Log("FinalValue IsCrit = " + finalValue + " dmgType = " + damageType);
} }

View File

@ -14,21 +14,25 @@ public class SummonAbility : BaseAbility
public bool isImage = false; public bool isImage = false;
[Space] [Space]
public float StrengthPercentFromMaster;
public float AgilityPercentFromMaster;
public float IntelligencePercentFromMaster;
public float SpiritPercentFromMaster;
public float VitalityPercentFromMaster;
[Space] [Space]
public float AttackDamagePercentFromMaster; public float AttackDamagePercentFromMaster;
public float SpellDamagePercentFromMaster; public float SpellDamagePercentFromMaster;
public float AttackSpeedPercentFromMaster;
public float CritChancePercentFromMaster; public float CritChancePercentFromMaster;
public float CritDamagePercentFromMaster; public float CritDamagePercentFromMaster;
public float MaxHealthPercentFromMaster; public float MaxHealthPercentFromMaster;
public float HealthRegenPercentFromMaster;
public float MaxManaPercentFromMaster;
public float ManaRegenPercentFromMaster;
public float ArmorPercentFromMaster; public float ArmorPercentFromMaster;
public float MagicResistancePercentFromMaster; public float MagicResistancePercentFromMaster;
public float AreaEffectivenessFromMaster;
public float AuraPowerFromMaster;
private GameObject instantiatedMinion; private GameObject instantiatedMinion;
@ -98,22 +102,26 @@ public class SummonAbility : BaseAbility
ownerStats = user.GetComponent<CharacterStats>(); ownerStats = user.GetComponent<CharacterStats>();
minionStats = instantiatedMinion.GetComponent<CharacterStats>(); minionStats = instantiatedMinion.GetComponent<CharacterStats>();
minionStats.Strength.AddModifier(new StatModifier(ownerStats.Strength.Value * StrengthPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.Agility.AddModifier(new StatModifier(ownerStats.Agility.Value * AgilityPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.Intelligence.AddModifier(new StatModifier(ownerStats.Intelligence.Value * IntelligencePercentFromMaster, StatModType.Flat, ownerStats));
minionStats.Spirit.AddModifier(new StatModifier(ownerStats.Spirit.Value * SpiritPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.Vitality.AddModifier(new StatModifier(ownerStats.Vitality.Value * VitalityPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.AttackDamage.AddModifier(new StatModifier(ownerStats.AttackDamage.Value * AttackDamagePercentFromMaster, StatModType.Flat, ownerStats)); minionStats.AttackDamage.AddModifier(new StatModifier(ownerStats.AttackDamage.Value * AttackDamagePercentFromMaster, StatModType.Flat, ownerStats));
minionStats.SpellDamage.AddModifier(new StatModifier(ownerStats.SpellDamage.Value * SpellDamagePercentFromMaster, StatModType.Flat, ownerStats)); minionStats.SpellDamage.AddModifier(new StatModifier(ownerStats.SpellDamage.Value * SpellDamagePercentFromMaster, StatModType.Flat, ownerStats));
minionStats.AttackSpeed.AddModifier(new StatModifier(ownerStats.AttackSpeed.Value * AttackSpeedPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.CritChance.AddModifier(new StatModifier(ownerStats.CritChance.Value * CritChancePercentFromMaster, StatModType.Flat, ownerStats)); minionStats.CritChance.AddModifier(new StatModifier(ownerStats.CritChance.Value * CritChancePercentFromMaster, StatModType.Flat, ownerStats));
minionStats.CritDamage.AddModifier(new StatModifier(ownerStats.CritDamage.Value * CritDamagePercentFromMaster, StatModType.Flat, ownerStats)); minionStats.CritDamage.AddModifier(new StatModifier(ownerStats.CritDamage.Value * CritDamagePercentFromMaster, StatModType.Flat, ownerStats));
minionStats.MaxHealth.AddModifier(new StatModifier(ownerStats.MaxHealth.Value * MaxHealthPercentFromMaster, StatModType.Flat, ownerStats)); minionStats.MaxHealth.AddModifier(new StatModifier(ownerStats.MaxHealth.Value * MaxHealthPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.HealthRegen.AddModifier(new StatModifier(ownerStats.HealthRegen.Value * HealthRegenPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.MaxMana.AddModifier(new StatModifier(ownerStats.MaxMana.Value * MaxManaPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.ManaRegen.AddModifier(new StatModifier(ownerStats.ManaRegen.Value * ManaRegenPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.Armor.AddModifier(new StatModifier(ownerStats.Armor.Value * ArmorPercentFromMaster, StatModType.Flat, ownerStats)); minionStats.Armor.AddModifier(new StatModifier(ownerStats.Armor.Value * ArmorPercentFromMaster, StatModType.Flat, ownerStats));
minionStats.MagicResistance.AddModifier(new StatModifier(ownerStats.MagicResistance.Value * MagicResistancePercentFromMaster, StatModType.Flat, ownerStats)); minionStats.MagicResistance.AddModifier(new StatModifier(ownerStats.MagicResistance.Value * MagicResistancePercentFromMaster, StatModType.Flat, ownerStats));
minionStats.AreaEffectiveness.AddModifier(new StatModifier(ownerStats.AreaEffectiveness.Value * AreaEffectivenessFromMaster, StatModType.Flat, ownerStats));
minionStats.AuraPower.AddModifier(new StatModifier(ownerStats.AuraPower.Value * AuraPowerFromMaster, StatModType.Flat, ownerStats));
minionStats.onUpdateStatValues.Invoke(); minionStats.onUpdateStatValues.Invoke();
instantiatedMinion.GetComponent<MinionNPCController>().owner = user; instantiatedMinion.GetComponent<MinionNPCController>().owner = user;

View File

@ -115,6 +115,27 @@ public static class GameConstants
public static class CharacterStatsBalancing public static class CharacterStatsBalancing
{ {
#region Cunning Influence
public static float CritChanceIncreasePerCunning = 0.0033f;
public static float CritDamageIncreasePerCunning = 0.008f;
public static float MovementSpeedIncreasePerCunning = 0.0033f;
#endregion
#region Flow Influence
public const float MaxManaIncreasePerFlow = 8f;
public const float ManaRegenIncreasePerFlow = 3f;
public const float CooldownReductionIncreasePerFlow = 0.003f;
public const float AttackSpeedIncreasePerFlow = 0.01f;
#endregion
#region Presence Influence
public static float AreaEffectivenessIncreasePerPresence = 0.0033f;
public static float ReputationGainIncreasePerPresence = 0.01f;
public static float GoldCostReductionPerPresence = 0.005f;
public static float AuraPowerPerPresence = 0.0033f;
#endregion
public const float AttackDamageIncreaseFromStrength = 0.35f; // 35% str => AttkDmg public const float AttackDamageIncreaseFromStrength = 0.35f; // 35% str => AttkDmg
public const float AttackDamageIncreaseFromAgility = 0.25f; // 25% agi => AttkDmg public const float AttackDamageIncreaseFromAgility = 0.25f; // 25% agi => AttkDmg
@ -144,6 +165,8 @@ public static class GameConstants
public const float MaximumPercentDamageReductionFromArmor = 0.75f; public const float MaximumPercentDamageReductionFromArmor = 0.75f;
public const float MaximumPercentDamageReductionFromMagicResistance = 0.75f; public const float MaximumPercentDamageReductionFromMagicResistance = 0.75f;
public const float MaximumPercentCooldownReduction = 0.9f;
public const float MaximumPercentDamageReductionFromBlock = 0.75f;
public const float BaseMaxHealthGrowthPerLevel = 0.2f; public const float BaseMaxHealthGrowthPerLevel = 0.2f;
@ -336,6 +359,10 @@ public static class GameConstants
public static object SpiritSource = "Spirit"; public static object SpiritSource = "Spirit";
public static object VitalitySource = "Vitality"; public static object VitalitySource = "Vitality";
public static object CunningSource = "Cunning";
public static object FlowSource = "Flow";
public static object PresenceSource = "Presence";
#endregion #endregion
} }

View File

@ -8,12 +8,17 @@ public class Health : Resource
{ {
protected CharacterStats character; protected CharacterStats character;
public ScrollingText scrollingTextPrefab;
protected ScrollingText scrollingText;
protected AbsorbEffectInstance absorbEffectInstance; protected AbsorbEffectInstance absorbEffectInstance;
protected DamageIncomeModifierEffectInstance damageIncomeModifierEffectInstance; protected DamageIncomeModifierEffectInstance damageIncomeModifierEffectInstance;
public UnityEvent<float> onMaxHealthChanged = new UnityEvent<float>(); public UnityEvent<float> onMaxHealthChanged = new UnityEvent<float>();
public UnityEvent onDeath = new UnityEvent(); public UnityEvent onDeath = new UnityEvent();
private bool noCost = false;
public bool NoCost => noCost;
public bool invulnerable = false; public bool invulnerable = false;
public bool Invulnerable => invulnerable; public bool Invulnerable => invulnerable;
@ -25,6 +30,7 @@ public class Health : Resource
private bool isDead; private bool isDead;
public UnityEvent<bool> OnInvulnerabilityStateChanged = new UnityEvent<bool>(); public UnityEvent<bool> OnInvulnerabilityStateChanged = new UnityEvent<bool>();
public UnityEvent OnDodgedSuccessfully = new UnityEvent();
public void SetIsDeadState(bool isDead) public void SetIsDeadState(bool isDead)
{ {
@ -38,10 +44,9 @@ public class Health : Resource
absorbEffectInstance = GetComponent<AbsorbEffectInstance>(); absorbEffectInstance = GetComponent<AbsorbEffectInstance>();
damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>(); damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>();
baseRegenValue = character.HealthRegen.BaseValue;
baseFlatRegen = flatRegen; baseMaxValue = character.MaxHealth.BaseValue;
character.MaxHealth.BaseValue = baseMaxValue;
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat); character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
} }
@ -51,7 +56,12 @@ public class Health : Resource
base.Start(); base.Start();
} }
public bool EnoughHealth(float cost)
{
if (noCost || invulnerable) return true;
return cost <= currentValue;
}
public void SetInvulnerabilityState(bool isInvulnerable) public void SetInvulnerabilityState(bool isInvulnerable)
{ {
@ -78,6 +88,40 @@ public class Health : Resource
} }
} }
protected bool HasDodged()
{
return MathHelpers.RollChance(MathHelpers.NormalizePercentageDecimal(character.DodgeChance.Value));
}
protected bool HasBlocked()
{
return MathHelpers.RollChance(MathHelpers.NormalizePercentageDecimal(character.BlockChance.Value));
}
protected void HandleBlockMitigation()
{
if (incomingValue >= 0) return;
Debug.Log("Blocked!");
if (scrollingTextPrefab != null)
{
scrollingText = GameObjectPoolManager.Instance.Get(scrollingTextPrefab.gameObject, this.transform.position + new Vector3(Random.Range(-0.5f, 0.5f), 2f, Random.Range(-0.5f, 0.5f)), Quaternion.identity).GetComponent<ScrollingText>();
scrollingText.ShowBlock("Blocked!");
}
percentStatMitigation = MathHelpers.NormalizePercentageDecimal(character.BlockEffectiveness.Value);
percentStatMitigation = Mathf.Clamp(percentStatMitigation, 0, GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromBlock);
reducedDamage = incomingValue * percentStatMitigation;
incomingValue += Mathf.Abs(reducedDamage);
if (incomingValue > 0) //avoid damage ultra mitigated turning into healing
incomingValue = 0;
}
protected void HandleStatMitigation(DamageType dmgType) protected void HandleStatMitigation(DamageType dmgType)
{ {
if (incomingValue < 0) if (incomingValue < 0)
@ -107,10 +151,6 @@ public class Health : Resource
incomingValue = 0; incomingValue = 0;
} }
} }
protected void HandleMagicResistanceMitigation()
{
}
protected void HandleAbsorbEffects() protected void HandleAbsorbEffects()
{ {
@ -129,6 +169,8 @@ public class Health : Resource
} }
} }
public override void ChangeValue(float value) public override void ChangeValue(float value)
{ {
//Debug.Log("Value to change: " + value); //Debug.Log("Value to change: " + value);
@ -177,7 +219,7 @@ public class Health : Resource
onResourceChanged.Invoke(currentValue); onResourceChanged.Invoke(currentValue);
} }
public void ChangeValue(float value, int dmgType) public void ChangeValue(float value, int dmgType, bool isCrit)
{ {
//Debug.Log("Value to change: " + value); //Debug.Log("Value to change: " + value);
@ -187,10 +229,51 @@ public class Health : Resource
//Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + " before mitigations " + (DamageType)dmgType); //Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + " before mitigations " + (DamageType)dmgType);
if (invulnerable && incomingValue < 0) return; if (invulnerable && incomingValue < 0)
{
if (scrollingTextPrefab != null)
{
scrollingText = GameObjectPoolManager.Instance.Get(scrollingTextPrefab.gameObject, this.transform.position + new Vector3(Random.Range(-0.5f, 0.5f), 2f, Random.Range(-0.5f, 0.5f)), Quaternion.identity).GetComponent<ScrollingText>();
scrollingText.Show("Invulnerable", Color.gray, 1.5f);
}
return;
}
if (incomingValue < 0)
{
HandleNegativeValue(dmgType, isCrit);
}
else
{
HandlePositiveValue();
}
}
protected void HandleNegativeValue(int dmgType, bool isCrit)
{
if (incomingValue >= 0) return;
if (HasDodged())
{
Debug.Log("Dodged!");
if (scrollingTextPrefab != null)
{
scrollingText = GameObjectPoolManager.Instance.Get(scrollingTextPrefab.gameObject, this.transform.position + new Vector3(Random.Range(-0.5f, 0.5f), 2f, Random.Range(-0.5f, 0.5f)), Quaternion.identity).GetComponent<ScrollingText>();
scrollingText.ShowDodge("Dodge!");
}
OnDodgedSuccessfully.Invoke();
return;
}
HandleDamageIncomeModifierEffects(); HandleDamageIncomeModifierEffects();
if (HasBlocked())
HandleBlockMitigation();
HandleStatMitigation((DamageType)dmgType); HandleStatMitigation((DamageType)dmgType);
HandleAbsorbEffects(); HandleAbsorbEffects();
@ -198,6 +281,18 @@ public class Health : Resource
currentValue += incomingValue; currentValue += incomingValue;
currentValue = Mathf.Clamp(currentValue, 0, maxValue); currentValue = Mathf.Clamp(currentValue, 0, maxValue);
if (scrollingTextPrefab != null)
{
scrollingText = GameObjectPoolManager.Instance.Get(scrollingTextPrefab.gameObject, this.transform.position + new Vector3(Random.Range(-0.5f, 0.5f), 2f, Random.Range(-0.5f, 0.5f)), Quaternion.identity).GetComponent<ScrollingText>();
if (isCrit)
scrollingText.ShowCrit(incomingValue.ToString("0.0"));
else
scrollingText.ShowHit(incomingValue.ToString("0.0"));
}
if (currentValue == 0) if (currentValue == 0)
{ {
//dead; //dead;
@ -207,11 +302,26 @@ public class Health : Resource
onResourceChanged.Invoke(currentValue); onResourceChanged.Invoke(currentValue);
} }
public bool EnoughHealth(float cost) protected void HandlePositiveValue()
{ {
if (invulnerable) return true; currentValue += incomingValue;
return cost <= currentValue; currentValue = Mathf.Clamp(currentValue, 0, maxValue);
if (scrollingTextPrefab != null && incomingValue != 0)
{
scrollingText = GameObjectPoolManager.Instance.Get(scrollingTextPrefab.gameObject, this.transform.position + new Vector3(Random.Range(-0.5f, 0.5f), 2f, Random.Range(-0.5f, 0.5f)), Quaternion.identity).GetComponent<ScrollingText>();
scrollingText.ShowHeal(incomingValue.ToString("0.0"));
}
if (currentValue == 0)
{
//dead;
onDeath.Invoke();
}
//Debug.Log("CurrentHealth: " + currentValue);
onResourceChanged.Invoke(currentValue);
} }
public override float GetMaxValue() public override float GetMaxValue()
@ -229,13 +339,7 @@ public class Health : Resource
} }
public void CalculateRegenValueBasedOnStat() public void CalculateRegenValueBasedOnStat()
{ {
flatRegen = baseFlatRegen + flatRegen = character.HealthRegen.Value;
(character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterStatsBalancing.BonusStrengthToFlatRegenRate +
(character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterStatsBalancing.BonusVitalityToFlatRegenRate
;
//percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterBalancing.BonusVitalityToPercentRegenRate;
//Debug.Log(this.gameObject.name + " regens health " + flatRegen + " " + percentRegen + " = " + flatRegen + (maxValue * percentRegen / 100f));
} }
public override void SetMaxValue(float value) public override void SetMaxValue(float value)

View File

@ -20,7 +20,9 @@ public class Mana : Resource
{ {
character = GetComponent<CharacterStats>(); character = GetComponent<CharacterStats>();
baseFlatRegen = flatRegen; baseRegenValue = character.ManaRegen.BaseValue;
baseMaxValue = character.MaxMana.BaseValue;
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat); character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
} }
@ -62,7 +64,7 @@ public class Mana : Resource
public void CalculateMaxValueBasedOnStat() public void CalculateMaxValueBasedOnStat()
{ {
maxValue = baseMaxValue + character.Intelligence.Value * GameConstants.CharacterStatsBalancing.IntelligenceToManaRate; maxValue = character.MaxMana.Value;
CalculateRegenValueBasedOnStat(); CalculateRegenValueBasedOnStat();
@ -70,7 +72,7 @@ public class Mana : Resource
} }
public void CalculateRegenValueBasedOnStat() public void CalculateRegenValueBasedOnStat()
{ {
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterStatsBalancing.BonusSpiritToFlatRegenRate; flatRegen = character.ManaRegen.Value;
//percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate; //percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
} }

View File

@ -9,6 +9,7 @@ public class Resource : MonoBehaviour
[SerializeField] protected float maxValue; [SerializeField] protected float maxValue;
[SerializeField] protected float baseMaxValue; [SerializeField] protected float baseMaxValue;
[SerializeField] protected float flatRegen; [SerializeField] protected float flatRegen;
[SerializeField] protected float baseRegenValue;
[SerializeField] protected float percentRegen; [SerializeField] protected float percentRegen;
[SerializeField] protected float timeBetweenRegens; [SerializeField] protected float timeBetweenRegens;
@ -16,14 +17,20 @@ public class Resource : MonoBehaviour
public UnityEvent<float> onResourceChanged = new UnityEvent<float>(); public UnityEvent<float> onResourceChanged = new UnityEvent<float>();
protected float baseFlatRegen;
// Start is called before the first frame update // Start is called before the first frame update
protected virtual void Start() protected virtual void Start()
{ {
currentValue = maxValue; currentValue = maxValue;
flatRegen = baseRegenValue;
onResourceChanged.Invoke(currentValue); onResourceChanged.Invoke(currentValue);
}
protected virtual void OnDisable()
{
StopAllCoroutines();
}
protected virtual void OnEnable()
{
StartCoroutine(RegenResource()); StartCoroutine(RegenResource());
} }
@ -48,6 +55,10 @@ public class Resource : MonoBehaviour
{ {
return baseMaxValue; return baseMaxValue;
} }
public virtual float GetBaseRegenValue()
{
return baseRegenValue;
}
public virtual void SetCurrentValue(float value) public virtual void SetCurrentValue(float value)
{ {

View File

@ -19,7 +19,7 @@ public class SpiritPower : Resource
{ {
character = GetComponent<CharacterStats>(); character = GetComponent<CharacterStats>();
baseFlatRegen = flatRegen; //baseFlatRegen = flatRegen;
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat); character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
} }
@ -82,7 +82,7 @@ public class SpiritPower : Resource
public void CalculateMaxValueBasedOnStat() public void CalculateMaxValueBasedOnStat()
{ {
maxValue = baseMaxValue + character.Spirit.Value * GameConstants.CharacterStatsBalancing.SpiritToSpiritPowerRate; //maxValue = baseMaxValue + character.Spirit.Value * GameConstants.CharacterStatsBalancing.SpiritToSpiritPowerRate;
CalculateRegenValueBasedOnStat(); CalculateRegenValueBasedOnStat();
@ -90,7 +90,7 @@ public class SpiritPower : Resource
} }
public void CalculateRegenValueBasedOnStat() public void CalculateRegenValueBasedOnStat()
{ {
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterStatsBalancing.BonusSpiritToFlatRegenRate; //flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterStatsBalancing.BonusSpiritToFlatRegenRate;
//percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate; //percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * GameConstants.CharacterBalancing.BonusSpiritToPercentRegenRate;
} }

View File

@ -24,7 +24,6 @@ public class ResourceOrbUI : MonoBehaviour
Health health; Health health;
Mana mana; Mana mana;
SpiritPower spiritPower;
AbsorbEffectInstance absorb; AbsorbEffectInstance absorb;
@ -44,7 +43,6 @@ public class ResourceOrbUI : MonoBehaviour
health = spawnedPlayer.GetComponent<Health>(); health = spawnedPlayer.GetComponent<Health>();
mana = spawnedPlayer.GetComponent<Mana>(); mana = spawnedPlayer.GetComponent<Mana>();
absorb = spawnedPlayer.GetComponent<AbsorbEffectInstance>(); absorb = spawnedPlayer.GetComponent<AbsorbEffectInstance>();
spiritPower = spawnedPlayer.GetComponent<SpiritPower>();
health.onResourceChanged.AddListener(UpdateCurrentHealth); health.onResourceChanged.AddListener(UpdateCurrentHealth);
health.onMaxHealthChanged.AddListener(UpdateMaxHealth); health.onMaxHealthChanged.AddListener(UpdateMaxHealth);
@ -53,8 +51,6 @@ public class ResourceOrbUI : MonoBehaviour
mana.onResourceChanged.AddListener(UpdateCurrentMana); mana.onResourceChanged.AddListener(UpdateCurrentMana);
mana.onMaxManaChanged.AddListener(UpdateMaxMana); mana.onMaxManaChanged.AddListener(UpdateMaxMana);
spiritPower.onResourceChanged.AddListener(UpdateCurrentSpiritPower);
spiritPower.onMaxSpiritPowerChanged.AddListener(UpdateMaxSpiritPower);
absorb.OnEffectStackAddedEvent.AddListener(UpdateCurrentAbsorb); absorb.OnEffectStackAddedEvent.AddListener(UpdateCurrentAbsorb);
absorb.OnAbsorbDamage.AddListener(UpdateCurrentAbsorb); absorb.OnAbsorbDamage.AddListener(UpdateCurrentAbsorb);
@ -96,26 +92,13 @@ public class ResourceOrbUI : MonoBehaviour
UpdateManaTMP(); UpdateManaTMP();
} }
public void UpdateCurrentSpiritPower(float value)
{
spiritPowerFill.fillAmount = spiritPower.GetCurrentValue() / spiritPower.GetMaxValue();
UpdateSpiritPowerTMP();
}
public void UpdateMaxSpiritPower(float value)
{
spiritPowerFill.fillAmount = spiritPower.GetCurrentValue() / value;
UpdateSpiritPowerTMP();
}
public void UpdateManaTMP() public void UpdateManaTMP()
{ {
mana_TMP.text = $"{mana.GetCurrentValue().ToString("F0")}/{mana.GetMaxValue().ToString("F0")}"; mana_TMP.text = $"{mana.GetCurrentValue().ToString("F0")}/{mana.GetMaxValue().ToString("F0")}";
} }
public void UpdateSpiritPowerTMP()
{
spiritPower_TMP.text = $"{spiritPower.GetCurrentValue().ToString("F0")}/{spiritPower.GetMaxValue().ToString("F0")}";
}
public void UpdateCurrentAbsorb() public void UpdateCurrentAbsorb()
{ {

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