using static GameConstants.EnemySpawning; public static class GameConstants { public static class PlayerPrefsKeys { public static string PlayerAccountDataKey = "playerAccountData"; public static string CharacterDataKey = "characterData"; public static string CharacterInventoryDataKey = "characterInventoryData"; public static string CharacterEquipmentDataKey = "characterEquipmentData"; public static string PlayerCoinKey = "playerCoin"; public const string SunMapUsedKey = "sunMapUsed"; public const string MoonMapUsedKey = "moonMapUsed"; public const string NecroAutoSummonOnSceneRefreshIndexKey = "necroASoSRIndex"; #region GetKeyMethods public static string GetPlayerAccountDataKey(string playerName) { return PlayerAccountDataKey + "-" + playerName; } public static string GetCharacterDataKey(string playerName, string characterName) { return CharacterDataKey + "-" + playerName + "-" + characterName; } public static string GetCharacterInventoryDataKey(string playerName, string characterName) { return CharacterInventoryDataKey + "-" + playerName + "-" + characterName; } public static string GetCharacterEquipmentDataKey(string playerName, string characterName) { return CharacterEquipmentDataKey + "-" + playerName + "-" + characterName; } public static string GetPlayerCoinKey(string playerName) { return PlayerCoinKey + "-" + playerName; } public static string GetSunMapUsedKey(string playerName) { return SunMapUsedKey + "-" + playerName; } public static string GetMapUsedKeyByHiddenMapZone(string playerName, HiddenMapZone mapZone) { switch (mapZone) { case HiddenMapZone.SunMap: return SunMapUsedKey + "-" + playerName; case HiddenMapZone.MoonMap: return MoonMapUsedKey + "-" + playerName; default: return SunMapUsedKey + "-" + playerName; } } #endregion } public static class Audio { } public static class CharacterStatsBalancing { public const float AttackDamageIncreaseFromStrength = 1f; //100% str => AttkDmg public const float AttackDamageIncreaseFromAgility = 0.45f; // 45% agi => AttkDmg public const float SpellDamageIncreaseFromIntelligence = 1f; //100% int => SpDmg public const float SpellDamageIncreaseFromSpirit = 0.45f; // 45% spi => SpDmg public const float CritChanceIncreaseFromAgility = 0.005f; //0.5% agi => critChance (30% +/- tops) public const float CritChanceIncreaseFromIntelligence = 0.002f; //0.2% int => critChance (12% +/- tops) public const float CritDamageIncreaseFromStrength = 0.002f; //0.2% str => critDmg public const float CritDamageIncreaseFromAgility = 0.002f; //0.2% agi => critDmg public const float CritDamageIncreaseFromIntelligence = 0.001f; //0.1% int => critDmg public const float MaxHealthIncreaseFromSpirit = 0.1f; // 10% spi => MaxHP public const float MaxHealthIncreaseFromVitality = 1f; //100% vit => MaxHP public const float ArmorIncreaseFromStrength = 0.1f; //10% str => Armor public const float ArmorIncreaseFromAgility = 0.1f; // 10% agi => Armor public const float ArmorIncreaseFromVitality = 0.3f; //30% vit => Armor public const float MagicResistanceIncreaseFromIntelligence = 0.1f; // 10% int => MagicRess public const float MagicResistanceIncreaseFromSpirit = 0.45f; //45% spi => MagicRes public const float MagicResistanceIncreaseFromVitality = 0.2f; //20% vit => MagicRes public const float PercentArmorIntoDamageReduction = 0.01f; //each point of armor == 0.01% attack dmg reduction public const float PercentMagicResistanceIntoDamageReduction = 0.01f; // each point of MR == 0.01% spell dmg reduction public const float MaximumPercentDamageReductionFromArmor = 0.75f; public const float MaximumPercentDamageReductionFromMagicResistance = 0.75f; public const float BaseMaxHealthGrowthPerLevel = 0.2f; public const float VitalityToHealthRate = 10f; public const float IntelligenceToManaRate = 2f; public const float BonusStrengthToFlatRegenRate = 0.05f; public const float BonusVitalityToFlatRegenRate = 0.05f; public const float BonusSpiritToFlatRegenRate = 0.5f; public const float BonusSpiritToPercentRegenRate = 0.01f; public const int StatPointsPerLevel = 1; public const float PercentageStatScaleForMinions = 0.8f; } public static class CharacterBalancing { public const float BaseExperienceThreshold = 500f; public const float ExperienceThresholdGrowth = 100f; public const float ExperienceThresholdGrowthPerLevelExponent = 1.65f; public const float SoloCheatDeathHealthPercent = 0.5f; public const float SoloCheatDeathInvulnerabilityDuration = 3f; public const float GroupBleedOutDuration = 30f; public const float ReviveTriggerRadius = 3f; public const float ReviveSpeed = 1f; public const float ReviveTime = 5f; public const float ReviveHealthPercent = 0.5f; public const float MovementSpeedCap = 15f; public const float PercentAngularSpeedCap = 1f; public const float PercentAccelerationCap = 1f; } public static class GameBalancing { public const float IncreasedCoinDropBasedOnDifficultyMultiplier = 1.1f; public const float IncreasedItemDropBasedOnDifficultyMultiplier = 1f; public const float MinimumFindFishWaitTime = 2.5f; public const float MaximumFindFishWaitTime = 4f; public const float HealthIntoExperienceMultiplier = 1f; public const int MinimumNumberOfWavesPerRift = 3; public const int MaximumNumberOfWavesPerRift = 4; public const int MinimumQuantityAngrySkelly = 5; public const int MaximumQuantityAngrySkelly = 8; public const int MinimumQuantitySkellyMage = 3; public const int MaximumQuantitySkellyMage = 4; public const int MinimumQuantityVineGolem = 1; public const int MaximumQuantityVineGolem = 2; public const int MinimumQuantityPolygonGolem = 1; public const int MaximumQuantityPolygonGolem = 2; public const int MinimumQuantityLich = 3; public const int MaximumQuantityLich = 4; public const float RiftStartSpawningDelay = 1.5f; public const float RiftDelayBetweenSpawns = 0.5f; public const float BossTargetLockInPhaseDuration = 6f; public const float BossSearchForNewTargetLockInDuration = 6f; public const int DragonGroundAttacksNeededToChangeToFlyingStance = 8; public const int DragonFlyingAttacksNeededToChangeToGroundStance = 6; public const float DragonFlyingSpeed = 9f; public const float DragonFlyingSightRange = 600f; public const float DragonFlyingAttackRange = 600f; public const float PermaDeathInfoTime = 2f; public static int GetMinimumQuantityByEnemyID(EnemyID id) { return id switch { EnemyID.AngrySkelly => MinimumQuantityAngrySkelly, EnemyID.SkellyMage => MinimumQuantitySkellyMage, EnemyID.VineGolem => MinimumQuantityVineGolem, EnemyID.PolygonGolem => MinimumQuantityPolygonGolem, EnemyID.Lich => MinimumQuantityLich, EnemyID.Count => 0, _ => 0, }; } public static int GetMaximumQuantityByEnemyID(EnemyID id) { return id switch { EnemyID.AngrySkelly => MaximumQuantityAngrySkelly, EnemyID.SkellyMage => MaximumQuantitySkellyMage, EnemyID.VineGolem => MaximumQuantityVineGolem, EnemyID.PolygonGolem => MaximumQuantityPolygonGolem, EnemyID.Lich => MaximumQuantityLich, EnemyID.Count => 0, _ => 0, }; } } [System.Serializable] public static class EnemySpawning { [System.Serializable] public enum EnemyID { AngrySkelly = 0, SkellyMage = 1, VineGolem = 2, PolygonGolem = 3, Lich = 4, Count } } public static class ObjectSources { #region Object Sources (example stat increase source) public static object AllocatedSource = "Allocated"; public static object LevelSource = "Level"; public static object BaseValueSource = "Base"; public static object StrengthSource = "Strength"; public static object AgilitySource = "Agility"; public static object IntelligenceSource = "Intelligence"; public static object SpiritSource = "Spirit"; public static object VitalitySource = "Vitality"; #endregion } public static class NetworkEventCodes { #region Network Event Codes public const byte JobSelection = 112; public const byte CancelChangeLevelVoted = 114; public const byte ChangeLevelVoted = 115; public const byte LoadLevelStarting = 116; #endregion } public static class NetworkPropertyKeys { public const string AvailableJobsKey = "availableJobs"; } public static class Sizes { public const int TotalEquipmentSlots = 6; public const int TotalInventorySlots = 18; } public static class Scenes { public const string CharacterList = "2-CharacterList"; public const string HuntersInn = "4-RiftHuntersInn"; public const string Skellyard = "4-Skellyard"; public const string Dayard = "4-Dayard"; public const string VampsDen = "4-VampsDen"; public const string DragonsLair = "4-DragonsLair"; public const string RiverAve = "4-RiverAve"; public static string GetSceneNameByZoneName(string zoneName) { zoneName = zoneName.ToLower(); if (zoneName.Contains("huntersinn")) return HuntersInn; if (zoneName.Contains("skellyard")) return Skellyard; if (zoneName.Contains("dayard")) return Dayard; if (zoneName.Contains("vamp")) return VampsDen; if (zoneName.Contains("dragon")) return DragonsLair; if (zoneName.Contains("river")) return RiverAve; return HuntersInn; } } }