stats update
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Load Diff
@ -8,23 +8,57 @@ namespace Kryz.CharacterStats.Examples
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public class CharacterStats : MonoBehaviour
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public class CharacterStats : MonoBehaviour
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{
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{
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//Primary
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[Header("---------------------------------------------------------------------------------------------")]
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public CharacterStat Strength;
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[Header("Primary Stats:")]
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public CharacterStat Agility;
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public CharacterStat Cunning;
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public CharacterStat Intelligence;
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public CharacterStat Flow;
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public CharacterStat Spirit;
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public CharacterStat Presence;
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public CharacterStat Vitality;
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//Secondary
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//Secondary
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[Space]
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[Header("---------------------------------------------------------------------------------------------")]
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[Header("Offensive Stats:")]
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[Space]
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public CharacterStat AttackDamage;
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public CharacterStat AttackDamage;
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public CharacterStat SpellDamage;
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public CharacterStat SpellDamage;
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public CharacterStat AttackSpeed;
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public CharacterStat CritChance;
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public CharacterStat CritChance;
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public CharacterStat CritDamage;
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public CharacterStat CritDamage;
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public CharacterStat AuraPower;
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[Space]
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[Header("---------------------------------------------------------------------------------------------")]
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[Header("Resource Stats:")]
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[Space]
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public CharacterStat MaxHealth;
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public CharacterStat MaxHealth;
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public CharacterStat HealthRegen;
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public CharacterStat MaxMana;
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public CharacterStat ManaRegen;
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[Space]
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[Header("---------------------------------------------------------------------------------------------")]
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[Header("Defensive Stats:")]
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[Space]
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public CharacterStat Armor;
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public CharacterStat Armor;
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public CharacterStat MagicResistance;
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public CharacterStat MagicResistance;
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public CharacterStat DodgeChance;
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public CharacterStat BlockChance;
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public CharacterStat BlockEffectiveness;
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[Space]
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[Header("---------------------------------------------------------------------------------------------")]
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[Header("Misc Stats:")]
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[Space]
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public CharacterStat AreaEffectiveness;
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public CharacterStat CooldownReduction;
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public CharacterStat MovementSpeed;
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public CharacterStat ReputationGainIncrease;
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public CharacterStat GoldCostReduction;
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//Awakening Related
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//Awakening Related
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//public CharacterStat
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//public CharacterStat
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@ -36,33 +70,42 @@ namespace Kryz.CharacterStats.Examples
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protected virtual void Awake()
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protected virtual void Awake()
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{
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{
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primaryStatsDictionary.Add(nameof(Strength).ToLower(), Strength);
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primaryStatsDictionary.Add(nameof(Cunning).ToLower(), Cunning);
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primaryStatsDictionary.Add(nameof(Agility).ToLower(), Agility);
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primaryStatsDictionary.Add(nameof(Flow).ToLower(), Flow);
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primaryStatsDictionary.Add(nameof(Intelligence).ToLower(), Intelligence);
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primaryStatsDictionary.Add(nameof(Presence).ToLower(), Presence);
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primaryStatsDictionary.Add(nameof(Spirit).ToLower(), Spirit);
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primaryStatsDictionary.Add(nameof(Vitality).ToLower(), Vitality);
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secondaryStatsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
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secondaryStatsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
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secondaryStatsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
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secondaryStatsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
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secondaryStatsDictionary.Add(nameof(AttackSpeed).ToLower(), AttackSpeed);
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secondaryStatsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
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secondaryStatsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
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secondaryStatsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
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secondaryStatsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
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secondaryStatsDictionary.Add(nameof(AuraPower).ToLower(), AuraPower);
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secondaryStatsDictionary.Add(nameof(HealthRegen).ToLower(), HealthRegen);
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secondaryStatsDictionary.Add(nameof(ManaRegen).ToLower(), ManaRegen);
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secondaryStatsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
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secondaryStatsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
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secondaryStatsDictionary.Add(nameof(MaxMana).ToLower(), MaxMana);
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secondaryStatsDictionary.Add(nameof(Armor).ToLower(), Armor);
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secondaryStatsDictionary.Add(nameof(Armor).ToLower(), Armor);
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secondaryStatsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
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secondaryStatsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
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secondaryStatsDictionary.Add(nameof(DodgeChance).ToLower(), DodgeChance);
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secondaryStatsDictionary.Add(nameof(BlockChance).ToLower(), BlockChance);
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secondaryStatsDictionary.Add(nameof(BlockEffectiveness).ToLower(), BlockEffectiveness);
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secondaryStatsDictionary.Add(nameof(AreaEffectiveness).ToLower(), AreaEffectiveness);
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secondaryStatsDictionary.Add(nameof(CooldownReduction).ToLower(), CooldownReduction);
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secondaryStatsDictionary.Add(nameof(MovementSpeed).ToLower(), MovementSpeed);
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secondaryStatsDictionary.Add(nameof(ReputationGainIncrease).ToLower(), ReputationGainIncrease);
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secondaryStatsDictionary.Add(nameof(GoldCostReduction).ToLower(), GoldCostReduction);
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onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
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onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
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}
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}
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public void IncreaseAllStatPoints(int amount)
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public void IncreaseAllStatPoints(int amount)
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{
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{
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Strength.BaseValue += amount;
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Agility.BaseValue += amount;
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Intelligence.BaseValue += amount;
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Spirit.BaseValue += amount;
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Vitality.BaseValue += amount;
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onUpdateStatValues.Invoke();
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onUpdateStatValues.Invoke();
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}
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}
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@ -70,56 +113,44 @@ namespace Kryz.CharacterStats.Examples
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public void UpdateSecondaryStatsBasedOnPrimaryStats()
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public void UpdateSecondaryStatsBasedOnPrimaryStats()
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{
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{
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//Remove previous
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//Remove previous
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
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MovementSpeed.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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//HealthRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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MaxMana.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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ManaRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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CooldownReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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AttackSpeed.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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//ResourceCostReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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AreaEffectiveness.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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ReputationGainIncrease.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
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GoldCostReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
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AuraPower.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
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//Add refreshed values
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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CritDamage.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
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//DodgeChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatInfluence.DodgeChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
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MovementSpeed.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.MovementSpeedIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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//HealthRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.HealthRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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MaxMana.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.MaxManaIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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ManaRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.ManaRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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CooldownReduction.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.CooldownReductionIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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AttackSpeed.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.AttackSpeedIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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//ResourceCostReduction.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.ResourceCostReductionPerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
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AreaEffectiveness.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AreaEffectivenessIncreasePerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
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Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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ReputationGainIncrease.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.ReputationGainIncreasePerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
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GoldCostReduction.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.GoldCostReductionPerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
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AuraPower.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AuraPowerPerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
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MagicResistance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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MagicResistance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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MagicResistance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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//Add new values
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AttackDamage.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
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AttackDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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SpellDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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SpellDamage.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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CritChance.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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CritChance.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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//CritDamage.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
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//CritDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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//CritDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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MaxHealth.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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MaxHealth.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
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//Armor.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.ArmorIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
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//Armor.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.ArmorIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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//Armor.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.ArmorIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
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//MagicResistance.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.MagicResistanceIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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MagicResistance.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.MagicResistanceIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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//MagicResistance.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.MagicResistanceIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
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Debug.Log(this.gameObject.name + " has relative power level of: " + GetRelativePowerLevel());
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Debug.Log(this.gameObject.name + " has relative power level of: " + GetRelativePowerLevel());
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}
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}
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@ -3,8 +3,9 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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[CreateAssetMenu]
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[CreateAssetMenu]
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public class CraftingStatStoneTemplate : Item
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public class CraftingStatStoneTemplate : Item
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{
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{
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//TODO: Add new stats
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[Space]
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[Space]
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public int MinAttackDamageBonus;
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public int MinAttackDamageBonus;
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public int MaxAttackDamageBonus;
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public int MaxAttackDamageBonus;
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@ -17,70 +17,64 @@ namespace Kryz.CharacterStats.Examples
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[CreateAssetMenu]
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[CreateAssetMenu]
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public class EquippableItem : Item
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public class EquippableItem : Item
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{
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{
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public int StrengthBonus;
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public int AgilityBonus;
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public int IntelligenceBonus;
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public int SpiritBonus;
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public int VitalityBonus;
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[Space]
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public float StrengthPercentBonus;
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public float AgilityPercentBonus;
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public float IntelligencePercentBonus;
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public float SpiritPercentBonus;
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public float VitalityPercentBonus;
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[Space]
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public int AttackDamageBonus;
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public int AttackDamageBonus;
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public int SpellDamageBonus;
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public int SpellDamageBonus;
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//no flat attack speed bonus, only %
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public int CritChanceBonus;
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public int CritChanceBonus;
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public int CritDamageBonus;
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public int CritDamageBonus;
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public int MaxHealthBonus;
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public int MaxHealthBonus;
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||||||
|
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);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -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;
|
||||||
|
@ -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");
|
||||||
|
@ -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))
|
||||||
{
|
{
|
||||||
|
@ -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));
|
||||||
|
|
||||||
|
@ -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)
|
||||||
|
@ -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}
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@ -51,6 +51,7 @@ Animator:
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@ -243,10 +244,10 @@ Rigidbody:
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@ -309,6 +312,9 @@ MonoBehaviour:
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@ -6225,6 +6273,11 @@ ParticleSystemRenderer:
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m_ReflectionProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_Materials:
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m_Materials:
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@ -6246,6 +6299,7 @@ ParticleSystemRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_LightmapParameters: {fileID: 0}
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m_SortingLayer: 0
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@ -11521,15 +11575,17 @@ MonoBehaviour:
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m_lineSpacingMax: 0
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_paragraphSpacing: 0
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m_charWidthMaxAdj: 0
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m_charWidthMaxAdj: 0
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m_enableWordWrapping: 1
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m_TextWrappingMode: 1
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 1
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m_ActiveFontFeatures: 00000000
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m_enableExtraPadding: 0
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
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m_parseCtrlCharacters: 1
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m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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@ -11876,15 +11932,17 @@ MonoBehaviour:
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_paragraphSpacing: 0
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m_charWidthMaxAdj: 0
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 1
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m_isRichText: 1
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m_isRichText: 1
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m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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@ -131,6 +131,11 @@ ParticleSystemRenderer:
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_Materials:
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@ -152,6 +157,7 @@ ParticleSystemRenderer:
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@ -4998,6 +5004,11 @@ ParticleSystemRenderer:
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m_ReflectionProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTracingMode: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_Materials:
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m_Materials:
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@ -5019,6 +5030,7 @@ ParticleSystemRenderer:
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m_AutoUVMaxDistance: 0.5
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@ -10007,10 +10019,10 @@ Rigidbody:
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m_AngularDrag: 0.05
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m_AngularDamping: 0.05
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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@ -10080,11 +10092,13 @@ MonoBehaviour:
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maxValue: 500
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maxValue: 500
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m_Calls: []
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@ -10095,6 +10109,9 @@ MonoBehaviour:
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OnInvulnerabilityStateChanged:
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m_Calls: []
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OnDodgedSuccessfully:
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--- !u!114 &3872572517374119927
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MonoBehaviour:
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@ -10111,6 +10128,7 @@ MonoBehaviour:
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@ -10134,42 +10152,75 @@ MonoBehaviour:
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@ -10750,7 +10801,7 @@ Transform:
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@ -10764,6 +10815,7 @@ Animator:
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@ -10804,6 +10856,9 @@ MonoBehaviour:
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@ -319,11 +319,11 @@ MonoBehaviour:
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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();
|
||||||
}
|
}
|
||||||
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
@ -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
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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)
|
||||||
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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)
|
||||||
{
|
{
|
||||||
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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);
|
||||||
@ -96,27 +92,14 @@ 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")}";
|
|
||||||
}
|
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||||||
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||||||
public void UpdateCurrentAbsorb()
|
public void UpdateCurrentAbsorb()
|
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{
|
{
|
||||||
absorbFill.fillAmount = absorb.currentAmount / health.GetMaxValue();
|
absorbFill.fillAmount = absorb.currentAmount / health.GetMaxValue();
|
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Reference in New Issue
Block a user