RiftMayhem/Assets/Scripts/Game/GameConstants.cs
Pedro Gomes 36a7e2760d Rift Raiding Content
- Turned multi job reward button click into a whole new content
- Rift raids open up on multijob completion, allowing players to dive deep and take action into the rifts themselves
2025-01-02 23:58:07 +00:00

312 lines
12 KiB
C#

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 CharacterBuildDataKey = "characterBuildData";
public static string PlayerCoinKey = "playerCoin";
public const string SunMapUsedKey = "sunMapUsed";
public const string MoonMapUsedKey = "moonMapUsed";
public const string RiverAveMapUsedKey = "riverAveMapUsed";
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 GetCharacterBuildDataKey(string playerName, string characterName)
{
return CharacterBuildDataKey + "-" + 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;
case HiddenMapZone.RiverAveMap:
return RiverAveMapUsedKey + "-" + 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 = 1f; // 100% spi => MaxHP
public const float MaxHealthIncreaseFromVitality = 5f; //1 vit => 5 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 = 0.5f;
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 = 3;
public const float PercentageStatScaleForMinions = 0.8f;
public const float PercentageStatScaleForImages = 0.1f;
}
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 const float MovementSpeedLowestCap = 0.25f;
public const float BossMovementSpeedBaseLowestPercentCap = 0.8f; //bosses can only be lowered to 80% of their normal speed: 2.85 base speed == 2.28 minimum speed
}
public static class GameBalancing
{
public const float IncreasedCoinDropBasedOnDifficultyMultiplier = 1.85f;
public const float IncreasedItemDropBasedOnDifficultyMultiplier = 0.5f;
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 const int TotalBuildSlots = 4;
}
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 const string RiftRaid = "5-RiftRaid";
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;
if (zoneName.Contains("rift raid"))
return RiftRaid;
return HuntersInn;
}
}
}