stats update
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File diff suppressed because it is too large
Load Diff
@ -8,23 +8,57 @@ namespace Kryz.CharacterStats.Examples
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public class CharacterStats : MonoBehaviour
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{
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//Primary
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public CharacterStat Strength;
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public CharacterStat Agility;
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public CharacterStat Intelligence;
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public CharacterStat Spirit;
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public CharacterStat Vitality;
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[Header("---------------------------------------------------------------------------------------------")]
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[Header("Primary Stats:")]
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public CharacterStat Cunning;
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public CharacterStat Flow;
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public CharacterStat Presence;
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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 SpellDamage;
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public CharacterStat AttackSpeed;
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public CharacterStat CritChance;
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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 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 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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//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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{
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primaryStatsDictionary.Add(nameof(Strength).ToLower(), Strength);
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primaryStatsDictionary.Add(nameof(Agility).ToLower(), Agility);
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primaryStatsDictionary.Add(nameof(Intelligence).ToLower(), Intelligence);
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primaryStatsDictionary.Add(nameof(Spirit).ToLower(), Spirit);
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primaryStatsDictionary.Add(nameof(Vitality).ToLower(), Vitality);
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primaryStatsDictionary.Add(nameof(Cunning).ToLower(), Cunning);
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primaryStatsDictionary.Add(nameof(Flow).ToLower(), Flow);
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primaryStatsDictionary.Add(nameof(Presence).ToLower(), Presence);
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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(AttackSpeed).ToLower(), AttackSpeed);
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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(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(MaxMana).ToLower(), MaxMana);
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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(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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}
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public void IncreaseAllStatPoints(int amount)
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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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}
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@ -70,55 +113,43 @@ namespace Kryz.CharacterStats.Examples
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public void UpdateSecondaryStatsBasedOnPrimaryStats()
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{
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//Remove previous
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
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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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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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//HealthRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
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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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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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AreaEffectiveness.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
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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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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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//Add refreshed values
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CritChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
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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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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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//HealthRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.HealthRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
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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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Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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Armor.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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AreaEffectiveness.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AreaEffectivenessIncreasePerPresence, 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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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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//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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@ -5,6 +5,7 @@ using UnityEngine;
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[CreateAssetMenu]
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public class CraftingStatStoneTemplate : Item
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{
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//TODO: Add new stats
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[Space]
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public int MinAttackDamageBonus;
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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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public class EquippableItem : Item
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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 SpellDamageBonus;
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//no flat attack speed bonus, only %
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public int CritChanceBonus;
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public int CritDamageBonus;
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public int MaxHealthBonus;
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public int HealthRegenBonus;
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public int MaxManaBonus;
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public int ManaRegenBonus;
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public int ArmorBonus;
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public int MagicResistanceBonus;
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//no flat dodge
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//no flat block chance
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//no flat block effectiveness
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//no flat area
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//no flat cdr
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//no flat movespeed
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//no flat rep gains
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//no flat gold cost reduction
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[Space]
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public float AttackDamagePercentBonus;
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public float SpellDamagePercentBonus;
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public float AttackSpeedPercentBonus;
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public float CritChancePercentBonus;
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public float CritDamagePercentBonus;
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public float MaxHealthPercentBonus;
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public float HealthRegenPercentBonus;
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public float MaxManaPercentBonus;
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public float ManaRegenPercentBonus;
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public float ArmorPercentBonus;
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public float MagicResistancePercentBonus;
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public float DodgeChancePercentBonus;
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public float BlockChancePercentBonus;
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public float BlockEffectivenessPercentBonus;
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public float AreaEffectivenessPercentBonus;
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public float CooldownReductionPercentBonus;
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public float MovementSpeedPercentBonus;
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public float ReputationGainIncreasePercentBonus;
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public float GoldCostReductionPercentBonus;
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public EquipmentType EquipmentType;
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[Space]
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public bool CraftableBase = false;
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[Space(20f)]
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[Header("Crafting-ish")]
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public int MinStrengthBonus;
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public int MaxStrengthBonus;
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[Space]
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public int MinAgilityBonus;
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public int MaxAgilityBonus;
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[Space]
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public int MinIntelligenceBonus;
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public int MaxIntelligenceBonus;
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[Space]
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public int MinSpiritBonus;
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public int MaxSpiritBonus;
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[Space]
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public int MinVitalityBonus;
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public int MaxVitalityBonus;
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[Space]
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[Space]
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public float MinStrengthPercentBonus;
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public float MaxStrengthPercentBonus;
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[Space]
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public float MinAgilityPercentBonus;
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public float MaxAgilityPercentBonus;
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[Space]
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public float MinIntelligencePercentBonus;
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public float MaxIntelligencePercentBonus;
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[Space]
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public float MinSpiritPercentBonus;
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public float MaxSpiritPercentBonus;
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[Space]
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public float MinVitalityPercentBonus;
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public float MaxVitalityPercentBonus;
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[Space]
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[Space]
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public int MinAttackDamageBonus;
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public int MaxAttackDamageBonus;
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[Space]
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@ -131,29 +125,6 @@ namespace Kryz.CharacterStats.Examples
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public void Equip(PlayerCharacterStats c)
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{
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if (StrengthBonus != 0)
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c.Strength.AddModifier(new StatModifier(StrengthBonus, StatModType.Flat, this));
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if (AgilityBonus != 0)
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c.Agility.AddModifier(new StatModifier(AgilityBonus, StatModType.Flat, this));
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if (IntelligenceBonus != 0)
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c.Intelligence.AddModifier(new StatModifier(IntelligenceBonus, StatModType.Flat, this));
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if (SpiritBonus != 0)
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c.Spirit.AddModifier(new StatModifier(SpiritBonus, StatModType.Flat, this));
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if (VitalityBonus != 0)
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c.Vitality.AddModifier(new StatModifier(VitalityBonus, StatModType.Flat, this));
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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)
|
||||
c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this));
|
||||
@ -167,46 +138,102 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
if (MaxHealthBonus != 0)
|
||||
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)
|
||||
c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this));
|
||||
if (MagicResistanceBonus != 0)
|
||||
c.MagicResistance.AddModifier(new StatModifier(MagicResistanceBonus, StatModType.Flat, this));
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (AttackDamagePercentBonus != 0)
|
||||
c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this));
|
||||
if (SpellDamagePercentBonus != 0)
|
||||
c.SpellDamage.AddModifier(new StatModifier(SpellDamagePercentBonus, StatModType.PercentAdd, this));
|
||||
|
||||
if (AttackSpeedPercentBonus != 0)
|
||||
c.AttackSpeed.AddModifier(new StatModifier(AttackSpeedPercentBonus, StatModType.PercentAdd, this));
|
||||
|
||||
if (CritChancePercentBonus != 0)
|
||||
c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this));
|
||||
if (CritDamagePercentBonus != 0)
|
||||
c.CritDamage.AddModifier(new StatModifier(CritDamagePercentBonus, StatModType.PercentAdd, this));
|
||||
|
||||
|
||||
|
||||
if (MaxHealthPercentBonus != 0)
|
||||
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)
|
||||
c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this));
|
||||
if (MagicResistancePercentBonus != 0)
|
||||
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)
|
||||
{
|
||||
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.SpellDamage.RemoveAllModifiersFromSource(this);
|
||||
|
||||
c.AttackSpeed.RemoveAllModifiersFromSource(this);
|
||||
|
||||
c.CritChance.RemoveAllModifiersFromSource(this);
|
||||
c.CritDamage.RemoveAllModifiersFromSource(this);
|
||||
|
||||
c.MaxHealth.RemoveAllModifiersFromSource(this);
|
||||
c.HealthRegen.RemoveAllModifiersFromSource(this);
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -8,33 +8,57 @@ using UnityEngine;
|
||||
[System.Serializable]
|
||||
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 SpellDamageBonus;
|
||||
//no flat attack speed bonus, only %
|
||||
public int CritChanceBonus;
|
||||
public int CritDamageBonus;
|
||||
|
||||
public int MaxHealthBonus;
|
||||
public int HealthRegenBonus;
|
||||
public int MaxManaBonus;
|
||||
public int ManaRegenBonus;
|
||||
|
||||
public int ArmorBonus;
|
||||
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]
|
||||
public float AttackDamagePercentBonus;
|
||||
public float SpellDamagePercentBonus;
|
||||
|
||||
public float AttackSpeedPercentBonus;
|
||||
|
||||
public float CritChancePercentBonus;
|
||||
public float CritDamagePercentBonus;
|
||||
|
||||
public float MaxHealthPercentBonus;
|
||||
public float HealthRegenPercentBonus;
|
||||
public float MaxManaPercentBonus;
|
||||
public float ManaRegenPercentBonus;
|
||||
|
||||
|
||||
public float ArmorPercentBonus;
|
||||
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]
|
||||
public EquipmentType EquipmentType;
|
||||
[Space]
|
||||
@ -50,82 +74,113 @@ public class EquippableItemInstance : ItemInstance
|
||||
|
||||
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)
|
||||
c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this.ItemName));
|
||||
c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this));
|
||||
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)
|
||||
c.CritChance.AddModifier(new StatModifier(CritChanceBonus, StatModType.Flat, this.ItemName));
|
||||
c.CritChance.AddModifier(new StatModifier(CritChanceBonus, StatModType.Flat, this));
|
||||
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)
|
||||
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)
|
||||
c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this.ItemName));
|
||||
c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this));
|
||||
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)
|
||||
c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this.ItemName));
|
||||
c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this));
|
||||
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)
|
||||
c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this.ItemName));
|
||||
c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this));
|
||||
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)
|
||||
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)
|
||||
c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this.ItemName));
|
||||
c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this));
|
||||
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)
|
||||
{
|
||||
c.Strength.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.Agility.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.Intelligence.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.Spirit.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.Vitality.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.AttackDamage.RemoveAllModifiersFromSource(this);
|
||||
c.SpellDamage.RemoveAllModifiersFromSource(this);
|
||||
|
||||
c.AttackDamage.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.SpellDamage.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.AttackSpeed.RemoveAllModifiersFromSource(this);
|
||||
|
||||
c.CritChance.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.CritDamage.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.CritChance.RemoveAllModifiersFromSource(this);
|
||||
c.CritDamage.RemoveAllModifiersFromSource(this);
|
||||
|
||||
c.MaxHealth.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.Armor.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.MagicResistance.RemoveAllModifiersFromSource(this.ItemName);
|
||||
c.MaxHealth.RemoveAllModifiersFromSource(this);
|
||||
c.HealthRegen.RemoveAllModifiersFromSource(this);
|
||||
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)
|
||||
@ -181,6 +236,7 @@ public class EquippableItemInstance : ItemInstance
|
||||
return nonZeroStats;
|
||||
}
|
||||
|
||||
//TODO: Add new stats to stones too
|
||||
private void AddStats(CraftingStatStone stone)
|
||||
{
|
||||
AttackDamageBonus += stone.AttackDamageBonus;
|
||||
@ -200,20 +256,9 @@ public class EquippableItemInstance : ItemInstance
|
||||
MagicResistancePercentBonus += stone.MagicResistancePercentBonus;
|
||||
}
|
||||
|
||||
//TODO: Add new stats
|
||||
public EquippableItemInstance()
|
||||
{
|
||||
StrengthBonus = 0;
|
||||
AgilityBonus = 0;
|
||||
IntelligenceBonus = 0;
|
||||
SpiritBonus = 0;
|
||||
VitalityBonus = 0;
|
||||
|
||||
StrengthPercentBonus = 0;
|
||||
AgilityPercentBonus = 0;
|
||||
IntelligencePercentBonus = 0;
|
||||
SpiritPercentBonus = 0;
|
||||
VitalityPercentBonus = 0;
|
||||
|
||||
AttackDamageBonus = 0;
|
||||
SpellDamageBonus = 0;
|
||||
CritChanceBonus = 0;
|
||||
@ -245,18 +290,6 @@ public class EquippableItemInstance : ItemInstance
|
||||
description = template.description;
|
||||
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;
|
||||
SpellDamageBonus = template.SpellDamageBonus;
|
||||
CritChanceBonus = template.CritChanceBonus;
|
||||
@ -290,18 +323,6 @@ public class EquippableItemInstance : ItemInstance
|
||||
|
||||
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);
|
||||
SpellDamageBonus = Random.Range(template.MinSpellDamageBonus, template.MaxSpellDamageBonus);
|
||||
@ -323,17 +344,6 @@ public class EquippableItemInstance : ItemInstance
|
||||
}
|
||||
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;
|
||||
SpellDamageBonus = template.SpellDamageBonus;
|
||||
|
@ -62,21 +62,7 @@ public class EquippedItemTooltip : MonoBehaviour
|
||||
|
||||
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();
|
||||
//TODO: Add new stats
|
||||
|
||||
|
||||
AddStatText(item.AttackDamageBonus, " Attack Damage");
|
||||
@ -84,6 +70,9 @@ public class EquippedItemTooltip : MonoBehaviour
|
||||
AddStatText(item.CritChanceBonus, "% Base Crit Chance");
|
||||
AddStatText(item.CritDamageBonus, "% Base Crit Damage");
|
||||
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.MagicResistanceBonus, " Magic Resistance");
|
||||
|
||||
@ -91,11 +80,23 @@ public class EquippedItemTooltip : MonoBehaviour
|
||||
|
||||
AddStatText(item.AttackDamagePercentBonus * 100, " % Attack Damage");
|
||||
AddStatText(item.SpellDamagePercentBonus * 100, " % Spell Damage");
|
||||
AddStatText(item.AttackSpeedPercentBonus * 100, " % Attack Speed");
|
||||
AddStatText(item.CritChancePercentBonus * 100, "% Increased Crit Chance");
|
||||
AddStatText(item.CritDamagePercentBonus * 100, "% Increased Crit Damage");
|
||||
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.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))
|
||||
{
|
||||
@ -124,21 +125,7 @@ public class EquippedItemTooltip : MonoBehaviour
|
||||
|
||||
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();
|
||||
//TODO: Add new stats
|
||||
|
||||
AddStatText(item.AttackDamageBonus, " Attack Damage");
|
||||
AddStatText(item.SpellDamageBonus, " Spell Damage");
|
||||
|
@ -67,21 +67,6 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
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");
|
||||
@ -134,27 +119,14 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
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.SpellDamageBonus, " Spell Damage");
|
||||
AddStatText(item.CritChanceBonus, "% Base Crit Chance");
|
||||
AddStatText(item.CritDamageBonus, "% Base Crit Damage");
|
||||
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.MagicResistanceBonus, " Magic Resistance");
|
||||
|
||||
@ -162,11 +134,23 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
AddStatText(item.AttackDamagePercentBonus * 100, " % Attack Damage");
|
||||
AddStatText(item.SpellDamagePercentBonus * 100, " % Spell Damage");
|
||||
AddStatText(item.AttackSpeedPercentBonus * 100, " % Attack Speed");
|
||||
AddStatText(item.CritChancePercentBonus * 100, "% Increased Crit Chance");
|
||||
AddStatText(item.CritDamagePercentBonus * 100, "% Increased Crit Damage");
|
||||
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.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))
|
||||
{
|
||||
|
@ -45,15 +45,7 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
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);
|
||||
characterData = PlayerDataHandler.Instance.LoadCharacterData(PlayerDataHandler.Instance.currentPlayerName.Value, PlayerDataHandler.Instance.currentCharacterName.Value);
|
||||
@ -115,8 +107,9 @@ namespace Kryz.CharacterStats.Examples
|
||||
statPanel = FindObjectOfType<StatPanel>();
|
||||
|
||||
statPanel.SetPlayerStats(this);
|
||||
statPanel.SetStats(Strength, Agility, Intelligence, Spirit, Vitality);
|
||||
statPanel.SetSecondaryStats(AttackDamage, SpellDamage, CritChance, CritDamage, MaxHealth, Armor, MagicResistance);
|
||||
statPanel.SetStats(Cunning, Flow, Presence);
|
||||
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.SetCharacterInfo(PlayerDataHandler.Instance.currentCharacterName.Value, level.currentLevel.ToString(), reputationLevel.currentLevel.ToString());
|
||||
statPanel.ToggleAllocateButtonsInteractable(AvailablePointsToAllocate > 0);
|
||||
@ -249,17 +242,13 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
public void UpdateAllocatedStats()
|
||||
{
|
||||
Strength.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Agility.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Intelligence.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Spirit.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Vitality.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Cunning.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Flow.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
Presence.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AllocatedSource);
|
||||
|
||||
Strength.AddModifier(new StatModifier(AllocatedStatPoints[0], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
|
||||
Agility.AddModifier(new StatModifier(AllocatedStatPoints[1], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
|
||||
Intelligence.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));
|
||||
Cunning.AddModifier(new StatModifier(AllocatedStatPoints[0], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
|
||||
Flow.AddModifier(new StatModifier(AllocatedStatPoints[1], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
|
||||
Presence.AddModifier(new StatModifier(AllocatedStatPoints[2], StatModType.Flat, GameConstants.ObjectSources.AllocatedSource));
|
||||
|
||||
|
||||
characterData.availablePointsToAllocate = AvailablePointsToAllocate;
|
||||
@ -275,20 +264,9 @@ namespace Kryz.CharacterStats.Examples
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
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[1].onClick.AddListener(() => AllocateStat(1));
|
||||
addStatButtons[2].onClick.AddListener(() => AllocateStat(2));
|
||||
addStatButtons[3].onClick.AddListener(() => AllocateStat(3));
|
||||
addStatButtons[4].onClick.AddListener(() => AllocateStat(4));
|
||||
resetAllocated.onClick.AddListener(ResetAllocatedStats);
|
||||
}
|
||||
public void SetSecondaryStats(params CharacterStat[] secondaryStats)
|
||||
|
@ -3217,7 +3217,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {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_Pivot: {x: 0, y: 0}
|
||||
--- !u!222 &7075349826737639971
|
||||
@ -4103,7 +4103,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {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_Pivot: {x: 1, y: 0}
|
||||
--- !u!222 &5265012986578975575
|
||||
@ -7970,30 +7970,35 @@ MonoBehaviour:
|
||||
sellPriceVendor: 0
|
||||
description:
|
||||
templateIndex: 0
|
||||
StrengthBonus: 0
|
||||
AgilityBonus: 0
|
||||
IntelligenceBonus: 0
|
||||
SpiritBonus: 0
|
||||
VitalityBonus: 0
|
||||
StrengthPercentBonus: 0
|
||||
AgilityPercentBonus: 0
|
||||
IntelligencePercentBonus: 0
|
||||
SpiritPercentBonus: 0
|
||||
VitalityPercentBonus: 0
|
||||
AttackDamageBonus: 0
|
||||
SpellDamageBonus: 0
|
||||
CritChanceBonus: 0
|
||||
CritDamageBonus: 0
|
||||
MaxHealthBonus: 0
|
||||
HealthRegenBonus: 0
|
||||
MaxManaBonus: 0
|
||||
ManaRegenBonus: 0
|
||||
ArmorBonus: 0
|
||||
MagicResistanceBonus: 0
|
||||
AttackDamagePercentBonus: 0
|
||||
SpellDamagePercentBonus: 0
|
||||
AttackSpeedPercentBonus: 0
|
||||
CritChancePercentBonus: 0
|
||||
CritDamagePercentBonus: 0
|
||||
MaxHealthPercentBonus: 0
|
||||
HealthRegenPercentBonus: 0
|
||||
MaxManaPercentBonus: 0
|
||||
ManaRegenPercentBonus: 0
|
||||
ArmorPercentBonus: 0
|
||||
MagicResistancePercentBonus: 0
|
||||
DodgeChancePercentBonus: 0
|
||||
BlockChancePercentBonus: 0
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@ -56,7 +56,7 @@ public abstract class BaseDamageOverTimeEffectInstance : StatusEffectInstance
|
||||
Health targetHealth = GetComponent<Health>();
|
||||
if (targetHealth != null)
|
||||
{
|
||||
targetHealth.ChangeValue(-currentDamagePerTick, (int)mitigationType);
|
||||
targetHealth.ChangeValue(-currentDamagePerTick, (int)mitigationType, false);
|
||||
}
|
||||
OnEffectTick.Invoke();
|
||||
}
|
||||
|
@ -24,7 +24,7 @@ public class InstantValueEffect : BaseEffect
|
||||
private float finalValue;
|
||||
private CharacterStats stats;
|
||||
private DamageOutputModifierEffectInstance damageOutputModifier;
|
||||
|
||||
private bool isCrit;
|
||||
public override void ApplyEffect(Taggable user, List<Taggable> targets)
|
||||
{
|
||||
if (user == null) return;
|
||||
@ -56,7 +56,7 @@ public class InstantValueEffect : BaseEffect
|
||||
{
|
||||
targetHealth = target.GetComponent<Health>();
|
||||
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);
|
||||
}
|
||||
}
|
||||
@ -125,6 +125,7 @@ public class InstantValueEffect : BaseEffect
|
||||
if (IsCrit(stats) && !applyToClassResourceInstead)
|
||||
{
|
||||
finalValue *= (1 + stats.CritDamage.Value / 100f);
|
||||
isCrit = true;
|
||||
//Debug.Log("FinalValue IsCrit = " + finalValue + " dmgType = " + damageType);
|
||||
}
|
||||
|
||||
|
@ -14,21 +14,25 @@ public class SummonAbility : BaseAbility
|
||||
public bool isImage = false;
|
||||
|
||||
[Space]
|
||||
public float StrengthPercentFromMaster;
|
||||
public float AgilityPercentFromMaster;
|
||||
public float IntelligencePercentFromMaster;
|
||||
public float SpiritPercentFromMaster;
|
||||
public float VitalityPercentFromMaster;
|
||||
|
||||
[Space]
|
||||
public float AttackDamagePercentFromMaster;
|
||||
public float SpellDamagePercentFromMaster;
|
||||
public float AttackSpeedPercentFromMaster;
|
||||
public float CritChancePercentFromMaster;
|
||||
public float CritDamagePercentFromMaster;
|
||||
|
||||
public float MaxHealthPercentFromMaster;
|
||||
public float HealthRegenPercentFromMaster;
|
||||
public float MaxManaPercentFromMaster;
|
||||
public float ManaRegenPercentFromMaster;
|
||||
|
||||
public float ArmorPercentFromMaster;
|
||||
public float MagicResistancePercentFromMaster;
|
||||
|
||||
public float AreaEffectivenessFromMaster;
|
||||
public float AuraPowerFromMaster;
|
||||
|
||||
|
||||
|
||||
private GameObject instantiatedMinion;
|
||||
@ -98,22 +102,26 @@ public class SummonAbility : BaseAbility
|
||||
ownerStats = user.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.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.CritDamage.AddModifier(new StatModifier(ownerStats.CritDamage.Value * CritDamagePercentFromMaster, 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.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();
|
||||
|
||||
instantiatedMinion.GetComponent<MinionNPCController>().owner = user;
|
||||
|
@ -115,6 +115,27 @@ public static class GameConstants
|
||||
|
||||
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 AttackDamageIncreaseFromAgility = 0.25f; // 25% agi => AttkDmg
|
||||
|
||||
@ -144,6 +165,8 @@ public static class GameConstants
|
||||
|
||||
public const float MaximumPercentDamageReductionFromArmor = 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;
|
||||
|
||||
@ -336,6 +359,10 @@ public static class GameConstants
|
||||
public static object SpiritSource = "Spirit";
|
||||
public static object VitalitySource = "Vitality";
|
||||
|
||||
public static object CunningSource = "Cunning";
|
||||
public static object FlowSource = "Flow";
|
||||
public static object PresenceSource = "Presence";
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
|
@ -8,12 +8,17 @@ public class Health : Resource
|
||||
{
|
||||
protected CharacterStats character;
|
||||
|
||||
public ScrollingText scrollingTextPrefab;
|
||||
protected ScrollingText scrollingText;
|
||||
|
||||
protected AbsorbEffectInstance absorbEffectInstance;
|
||||
protected DamageIncomeModifierEffectInstance damageIncomeModifierEffectInstance;
|
||||
|
||||
public UnityEvent<float> onMaxHealthChanged = new UnityEvent<float>();
|
||||
public UnityEvent onDeath = new UnityEvent();
|
||||
|
||||
private bool noCost = false;
|
||||
public bool NoCost => noCost;
|
||||
|
||||
public bool invulnerable = false;
|
||||
public bool Invulnerable => invulnerable;
|
||||
@ -25,6 +30,7 @@ public class Health : Resource
|
||||
private bool isDead;
|
||||
|
||||
public UnityEvent<bool> OnInvulnerabilityStateChanged = new UnityEvent<bool>();
|
||||
public UnityEvent OnDodgedSuccessfully = new UnityEvent();
|
||||
|
||||
public void SetIsDeadState(bool isDead)
|
||||
{
|
||||
@ -38,10 +44,9 @@ public class Health : Resource
|
||||
absorbEffectInstance = GetComponent<AbsorbEffectInstance>();
|
||||
damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>();
|
||||
|
||||
baseRegenValue = character.HealthRegen.BaseValue;
|
||||
|
||||
baseFlatRegen = flatRegen;
|
||||
|
||||
character.MaxHealth.BaseValue = baseMaxValue;
|
||||
baseMaxValue = character.MaxHealth.BaseValue;
|
||||
|
||||
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
||||
}
|
||||
@ -51,7 +56,12 @@ public class Health : Resource
|
||||
base.Start();
|
||||
}
|
||||
|
||||
public bool EnoughHealth(float cost)
|
||||
{
|
||||
if (noCost || invulnerable) return true;
|
||||
|
||||
return cost <= currentValue;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (incomingValue < 0)
|
||||
@ -107,10 +151,6 @@ public class Health : Resource
|
||||
incomingValue = 0;
|
||||
}
|
||||
}
|
||||
protected void HandleMagicResistanceMitigation()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected void HandleAbsorbEffects()
|
||||
{
|
||||
@ -129,6 +169,8 @@ public class Health : Resource
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void ChangeValue(float value)
|
||||
{
|
||||
//Debug.Log("Value to change: " + value);
|
||||
@ -177,7 +219,7 @@ public class Health : Resource
|
||||
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);
|
||||
|
||||
@ -187,10 +229,51 @@ public class Health : Resource
|
||||
|
||||
//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();
|
||||
|
||||
if (HasBlocked())
|
||||
HandleBlockMitigation();
|
||||
|
||||
HandleStatMitigation((DamageType)dmgType);
|
||||
|
||||
HandleAbsorbEffects();
|
||||
@ -198,6 +281,18 @@ public class Health : Resource
|
||||
currentValue += incomingValue;
|
||||
|
||||
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)
|
||||
{
|
||||
//dead;
|
||||
@ -207,11 +302,26 @@ public class Health : Resource
|
||||
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()
|
||||
@ -229,13 +339,7 @@ public class Health : Resource
|
||||
}
|
||||
public void CalculateRegenValueBasedOnStat()
|
||||
{
|
||||
flatRegen = baseFlatRegen +
|
||||
(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));
|
||||
flatRegen = character.HealthRegen.Value;
|
||||
}
|
||||
|
||||
public override void SetMaxValue(float value)
|
||||
|
@ -20,7 +20,9 @@ public class Mana : Resource
|
||||
{
|
||||
character = GetComponent<CharacterStats>();
|
||||
|
||||
baseFlatRegen = flatRegen;
|
||||
baseRegenValue = character.ManaRegen.BaseValue;
|
||||
|
||||
baseMaxValue = character.MaxMana.BaseValue;
|
||||
|
||||
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
||||
}
|
||||
@ -62,7 +64,7 @@ public class Mana : Resource
|
||||
|
||||
public void CalculateMaxValueBasedOnStat()
|
||||
{
|
||||
maxValue = baseMaxValue + character.Intelligence.Value * GameConstants.CharacterStatsBalancing.IntelligenceToManaRate;
|
||||
maxValue = character.MaxMana.Value;
|
||||
|
||||
CalculateRegenValueBasedOnStat();
|
||||
|
||||
@ -70,7 +72,7 @@ public class Mana : Resource
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,7 @@ public class Resource : MonoBehaviour
|
||||
[SerializeField] protected float maxValue;
|
||||
[SerializeField] protected float baseMaxValue;
|
||||
[SerializeField] protected float flatRegen;
|
||||
[SerializeField] protected float baseRegenValue;
|
||||
[SerializeField] protected float percentRegen;
|
||||
[SerializeField] protected float timeBetweenRegens;
|
||||
|
||||
@ -16,14 +17,20 @@ public class Resource : MonoBehaviour
|
||||
|
||||
public UnityEvent<float> onResourceChanged = new UnityEvent<float>();
|
||||
|
||||
protected float baseFlatRegen;
|
||||
|
||||
// Start is called before the first frame update
|
||||
protected virtual void Start()
|
||||
{
|
||||
currentValue = maxValue;
|
||||
flatRegen = baseRegenValue;
|
||||
onResourceChanged.Invoke(currentValue);
|
||||
}
|
||||
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
}
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
StartCoroutine(RegenResource());
|
||||
}
|
||||
|
||||
@ -48,6 +55,10 @@ public class Resource : MonoBehaviour
|
||||
{
|
||||
return baseMaxValue;
|
||||
}
|
||||
public virtual float GetBaseRegenValue()
|
||||
{
|
||||
return baseRegenValue;
|
||||
}
|
||||
|
||||
public virtual void SetCurrentValue(float value)
|
||||
{
|
||||
|
@ -19,7 +19,7 @@ public class SpiritPower : Resource
|
||||
{
|
||||
character = GetComponent<CharacterStats>();
|
||||
|
||||
baseFlatRegen = flatRegen;
|
||||
//baseFlatRegen = flatRegen;
|
||||
|
||||
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
||||
}
|
||||
@ -82,7 +82,7 @@ public class SpiritPower : Resource
|
||||
|
||||
public void CalculateMaxValueBasedOnStat()
|
||||
{
|
||||
maxValue = baseMaxValue + character.Spirit.Value * GameConstants.CharacterStatsBalancing.SpiritToSpiritPowerRate;
|
||||
//maxValue = baseMaxValue + character.Spirit.Value * GameConstants.CharacterStatsBalancing.SpiritToSpiritPowerRate;
|
||||
|
||||
CalculateRegenValueBasedOnStat();
|
||||
|
||||
@ -90,7 +90,7 @@ public class SpiritPower : Resource
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -24,7 +24,6 @@ public class ResourceOrbUI : MonoBehaviour
|
||||
|
||||
Health health;
|
||||
Mana mana;
|
||||
SpiritPower spiritPower;
|
||||
AbsorbEffectInstance absorb;
|
||||
|
||||
|
||||
@ -44,7 +43,6 @@ public class ResourceOrbUI : MonoBehaviour
|
||||
health = spawnedPlayer.GetComponent<Health>();
|
||||
mana = spawnedPlayer.GetComponent<Mana>();
|
||||
absorb = spawnedPlayer.GetComponent<AbsorbEffectInstance>();
|
||||
spiritPower = spawnedPlayer.GetComponent<SpiritPower>();
|
||||
|
||||
health.onResourceChanged.AddListener(UpdateCurrentHealth);
|
||||
health.onMaxHealthChanged.AddListener(UpdateMaxHealth);
|
||||
@ -53,8 +51,6 @@ public class ResourceOrbUI : MonoBehaviour
|
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mana.onResourceChanged.AddListener(UpdateCurrentMana);
|
||||
mana.onMaxManaChanged.AddListener(UpdateMaxMana);
|
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|
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spiritPower.onResourceChanged.AddListener(UpdateCurrentSpiritPower);
|
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spiritPower.onMaxSpiritPowerChanged.AddListener(UpdateMaxSpiritPower);
|
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|
||||
absorb.OnEffectStackAddedEvent.AddListener(UpdateCurrentAbsorb);
|
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absorb.OnAbsorbDamage.AddListener(UpdateCurrentAbsorb);
|
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@ -96,26 +92,13 @@ public class ResourceOrbUI : MonoBehaviour
|
||||
UpdateManaTMP();
|
||||
}
|
||||
|
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public void UpdateCurrentSpiritPower(float value)
|
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{
|
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spiritPowerFill.fillAmount = spiritPower.GetCurrentValue() / spiritPower.GetMaxValue();
|
||||
UpdateSpiritPowerTMP();
|
||||
}
|
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public void UpdateMaxSpiritPower(float value)
|
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{
|
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spiritPowerFill.fillAmount = spiritPower.GetCurrentValue() / value;
|
||||
UpdateSpiritPowerTMP();
|
||||
}
|
||||
|
||||
|
||||
public void UpdateManaTMP()
|
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{
|
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mana_TMP.text = $"{mana.GetCurrentValue().ToString("F0")}/{mana.GetMaxValue().ToString("F0")}";
|
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}
|
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|
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public void UpdateSpiritPowerTMP()
|
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{
|
||||
spiritPower_TMP.text = $"{spiritPower.GetCurrentValue().ToString("F0")}/{spiritPower.GetMaxValue().ToString("F0")}";
|
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}
|
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|
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public void UpdateCurrentAbsorb()
|
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{
|
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File diff suppressed because one or more lines are too long
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Reference in New Issue
Block a user