410 lines
16 KiB
C#
410 lines
16 KiB
C#
using static GameConstants.EnemySpawning;
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public static class GameConstants
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{
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public static class PlayerPrefsKeys
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{
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public static string PlayerAccountDataKey = "playerAccountData";
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public static string CharacterDataKey = "characterData";
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public static string CharacterInventoryDataKey = "characterInventoryData";
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public static string CharacterEquipmentDataKey = "characterEquipmentData";
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public static string CharacterBuildDataKey = "characterBuildData";
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public static string PlayerCoinKey = "playerCoin";
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public static string AbilityTomeKey = "abilityTome";
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public const string ClassUnlockedKey = "classUnlocked";
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public const string SunMapUsedKey = "sunMapUsed";
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public const string MoonMapUsedKey = "moonMapUsed";
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public const string RiverAveMapUsedKey = "riverAveMapUsed";
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public const string NecroAutoSummonOnSceneRefreshIndexKey = "necroASoSRIndex";
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#region GetKeyMethods
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public static string GetPlayerAccountDataKey(string playerName)
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{
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return PlayerAccountDataKey + "-" + playerName;
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}
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public static string GetCharacterDataKey(string playerName, string characterName)
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{
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return CharacterDataKey + "-" + playerName + "-" + characterName;
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}
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public static string GetCharacterInventoryDataKey(string playerName, string characterName)
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{
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return CharacterInventoryDataKey + "-" + playerName + "-" + characterName;
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}
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public static string GetCharacterEquipmentDataKey(string playerName, string characterName)
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{
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return CharacterEquipmentDataKey + "-" + playerName + "-" + characterName;
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}
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public static string GetCharacterBuildDataKey(string playerName, string characterName)
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{
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return CharacterBuildDataKey + "-" + playerName + "-" + characterName;
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}
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public static string GetPlayerCoinKey(string playerName)
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{
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return PlayerCoinKey + "-" + playerName;
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}
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public static string GetSunMapUsedKey(string playerName)
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{
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return SunMapUsedKey + "-" + playerName;
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}
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public static string GetMapUsedKeyByHiddenMapZone(string playerName, HiddenMapZone mapZone)
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{
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switch (mapZone)
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{
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case HiddenMapZone.SunMap:
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return SunMapUsedKey + "-" + playerName;
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case HiddenMapZone.MoonMap:
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return MoonMapUsedKey + "-" + playerName;
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case HiddenMapZone.RiverAveMap:
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return RiverAveMapUsedKey + "-" + playerName;
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default:
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return SunMapUsedKey + "-" + playerName;
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}
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}
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public static string GetAbilityTomeKey(string playerName, int abilityIndex)
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{
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return playerName + "-" + AbilityTomeKey + "-" + abilityIndex;
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}
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public static string GetClassUnlockedKey(string playerName, string className)
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{
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return playerName + "-" + ClassUnlockedKey + "-" + className;
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}
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#endregion
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}
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public static class Input
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{
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// Movement
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public const string HorizontalAxis = "Horizontal";
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public const string VerticalAxis = "Vertical";
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// Aiming
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public const string AimHorizontalAxis = "RightStickHorizontal";
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public const string AimVerticalAxis = "RightStickVertical";
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// Triggers
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public const string RightTrigger = "RightTrigger";
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public const string LeftTrigger = "LeftTrigger";
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// Face Buttons
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public const string ActionButton = "Submit";
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public const string CancelButton = "Cancel";
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public const string MenuButton = "Menu";
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// Shoulder Buttons
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public const string RightShoulder = "RightShoulder";
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public const string LeftShoulder = "LeftShoulder";
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// D-Pad
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public const string DPadHorizontal = "DPadHorizontal";
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public const string DPadVertical = "DPadVertical";
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}
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public static class Audio
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{
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}
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public static class CharacterStatsBalancing
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{
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public const float AttackDamageIncreaseFromStrength = 1f; //100% str => AttkDmg
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public const float AttackDamageIncreaseFromAgility = 0.45f; // 45% agi => AttkDmg
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public const float SpellDamageIncreaseFromIntelligence = 1f; //100% int => SpDmg
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public const float SpellDamageIncreaseFromSpirit = 0.45f; // 45% spi => SpDmg
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public const float CritChanceIncreaseFromAgility = 0.005f; //0.5% agi => critChance (30% +/- tops)
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public const float CritChanceIncreaseFromIntelligence = 0.002f; //0.2% int => critChance (12% +/- tops)
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public const float CritDamageIncreaseFromStrength = 0.002f; //0.2% str => critDmg
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public const float CritDamageIncreaseFromAgility = 0.002f; //0.2% agi => critDmg
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public const float CritDamageIncreaseFromIntelligence = 0.001f; //0.1% int => critDmg
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public const float MaxHealthIncreaseFromSpirit = 1f; // 100% spi => MaxHP
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public const float MaxHealthIncreaseFromVitality = 5f; //1 vit => 5 MaxHP
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public const float ArmorIncreaseFromStrength = 0.1f; //10% str => Armor
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public const float ArmorIncreaseFromAgility = 0.1f; // 10% agi => Armor
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public const float ArmorIncreaseFromVitality = 0.3f; //30% vit => Armor
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public const float MagicResistanceIncreaseFromIntelligence = 0.1f; // 10% int => MagicRess
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public const float MagicResistanceIncreaseFromSpirit = 0.35f; //35% spi => MagicRes
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public const float MagicResistanceIncreaseFromVitality = 0.2f; //20% vit => MagicRes
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public const float PercentArmorIntoDamageReduction = 0.01f; //each point of armor == 0.01% attack dmg reduction
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public const float PercentMagicResistanceIntoDamageReduction = 0.01f; // each point of MR == 0.01% spell dmg reduction
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public const float MaximumPercentDamageReductionFromArmor = 0.75f;
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public const float MaximumPercentDamageReductionFromMagicResistance = 0.75f;
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public const float BaseMaxHealthGrowthPerLevel = 0.2f;
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//public const float VitalityToHealthRate = 10f;
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public const float IntelligenceToManaRate = 0.5f;
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public const float SpiritToSpiritPowerRate = 0.5f;
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public const float BonusStrengthToFlatRegenRate = 0.05f;
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public const float BonusVitalityToFlatRegenRate = 0.05f;
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public const float BonusSpiritToFlatRegenRate = 0.05f;
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public const float BonusSpiritToPercentRegenRate = 0.01f;
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public const float RelativePowerToSpiritCostPercent = 0.05f;
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public const float HealthDecayOnSpiritExhaustion = 0.15f;
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public const int StatPointsPerLevel = 3;
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public const int StatPointsPerReputationLevel = 3;
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}
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public static class CharacterBalancing
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{
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// Define ranges and corresponding ranks
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private static readonly (int Min, int Max, string Rank)[] PowerLevelRanges = new[]
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{
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(0, 690, "E"),
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(691, 1699, "D"),
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(1700, 3999, "C"),
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(4000, 8999, "B"),
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(9000, 55999, "A"),
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(56000, 289999, "S"),
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(290000, int.MaxValue, "S+") // For very high values
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};
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public static string GetRankBasedOnRelativeTotalPowerLevel(int powerLevel)
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{
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foreach (var range in PowerLevelRanges)
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{
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if (powerLevel >= range.Min && powerLevel <= range.Max)
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{
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return range.Rank;
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}
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}
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return "E"; // Default rank if the value somehow doesn't match (e.g., negative input)
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}
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public const float BaseExperienceThreshold = 600f;
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public const float ExperienceThresholdGrowth = 165f;
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public const float ExperienceThresholdGrowthPerLevelExponent = 1.88f;
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public const float BaseReputationExperienceThreshold = 5f;
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public const float ReputationExperienceThresholdGrowth = 1.375f;
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public const float ReputationExperienceThresholdGrowthPerLevelExponent = 1.88f;
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public const float SoloCheatDeathHealthPercent = 0.5f;
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public const float SoloCheatDeathInvulnerabilityDuration = 3f;
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public const float GroupBleedOutDuration = 30f;
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public const float ReviveTriggerRadius = 3f;
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public const float ReviveSpeed = 1f;
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public const float ReviveTime = 5f;
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public const float ReviveHealthPercent = 0.5f;
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public const float MovementSpeedCap = 10f;
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public const float PercentAngularSpeedCap = 1f;
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public const float PercentAccelerationCap = 1f;
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public const float MovementSpeedCastingPenalty = -0.75f;
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public const float MovementSpeedLowestCap = 0.25f;
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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
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}
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public static class GameBalancing
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{
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public const int TotalPagesPerAbilityTome = 1;
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public const int AbilityTomeDropChance = 5;
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public const int AbilitySlot_II_LevelRequired = 5;
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public const int AbilitySlot_III_LevelRequired = 10;
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public const int AbilitySlot_IV_LevelRequired = 15;
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public const float IncreasedCoinDropBasedOnDifficultyMultiplier = 1.66f;
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public const float IncreasedItemDropBasedOnDifficultyMultiplier = 0.33f;
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public const float MinimumFindFishWaitTime = 2.5f;
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public const float MaximumFindFishWaitTime = 3.25f;
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public const float HealthIntoExperienceMultiplier = 3.66f;
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public const float ReputationLevelIntoIncreasedExperienceMultiplier = 0.05f;
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public const int MinimumNumberOfWavesPerRift = 3;
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public const int MaximumNumberOfWavesPerRift = 4;
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public const int MinimumQuantityAngrySkelly = 5;
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public const int MaximumQuantityAngrySkelly = 8;
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public const int MinimumQuantitySkellyMage = 2;
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public const int MaximumQuantitySkellyMage = 3;
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public const int MinimumQuantityVineGolem = 1;
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public const int MaximumQuantityVineGolem = 2;
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public const int MinimumQuantityPolygonGolem = 1;
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public const int MaximumQuantityPolygonGolem = 2;
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public const int MinimumQuantityLich = 2;
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public const int MaximumQuantityLich = 3;
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public const int MinimumQuantityCraziedOrcGrunt = 5;
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public const int MaximumQuantityCraziedOrcGrunt = 8;
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public const float RiftStartSpawningDelay = 1.5f;
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public const float RiftDelayBetweenSpawns = 0.5f;
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public const float BossTargetLockInPhaseDuration = 6f;
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public const float BossSearchForNewTargetLockInDuration = 6f;
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public const int DragonGroundAttacksNeededToChangeToFlyingStance = 8;
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public const int DragonFlyingAttacksNeededToChangeToGroundStance = 6;
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public const float DragonFlyingSpeed = 9f;
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public const float DragonFlyingSightRange = 600f;
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public const float DragonFlyingAttackRange = 600f;
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public const float PermaDeathInfoTime = 2f;
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public static int GetMinimumQuantityByEnemyID(EnemyID id)
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{
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return id switch
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{
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EnemyID.AngrySkelly => MinimumQuantityAngrySkelly,
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EnemyID.SkellyMage => MinimumQuantitySkellyMage,
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EnemyID.VineGolem => MinimumQuantityVineGolem,
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EnemyID.PolygonGolem => MinimumQuantityPolygonGolem,
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EnemyID.Lich => MinimumQuantityLich,
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EnemyID.CraziedOrcGrunt => MinimumQuantityCraziedOrcGrunt,
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EnemyID.Count => 0,
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_ => 0,
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};
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}
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public static int GetMaximumQuantityByEnemyID(EnemyID id)
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{
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return id switch
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{
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EnemyID.AngrySkelly => MaximumQuantityAngrySkelly,
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EnemyID.SkellyMage => MaximumQuantitySkellyMage,
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EnemyID.VineGolem => MaximumQuantityVineGolem,
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EnemyID.PolygonGolem => MaximumQuantityPolygonGolem,
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EnemyID.Lich => MaximumQuantityLich,
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EnemyID.CraziedOrcGrunt => MaximumQuantityCraziedOrcGrunt,
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EnemyID.Count => 0,
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_ => 0,
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};
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}
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}
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[System.Serializable]
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public static class EnemySpawning
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{
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[System.Serializable]
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public enum EnemyID
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{
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AngrySkelly = 0,
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SkellyMage = 1,
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VineGolem = 2,
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PolygonGolem = 3,
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Lich = 4,
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CraziedOrcGrunt = 5,
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Count
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}
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}
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public static class ObjectSources
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{
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#region Object Sources (example stat increase source)
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public static object AllocatedSource = "Allocated";
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public static object AllocatedReputationSource = "Rep Alloc";
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public static object LevelSource = "Level";
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public static object BaseValueSource = "Base";
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public static object CraftingSource = "Crafting";
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public static object StrengthSource = "Strength";
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public static object AgilitySource = "Agility";
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public static object IntelligenceSource = "Intelligence";
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public static object SpiritSource = "Spirit";
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public static object VitalitySource = "Vitality";
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#endregion
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}
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public static class NetworkEventCodes
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{
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#region Network Event Codes
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public const byte JobSelection = 112;
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public const byte CancelChangeLevelVoted = 114;
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public const byte ChangeLevelVoted = 115;
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public const byte LoadLevelStarting = 116;
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#endregion
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}
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public static class NetworkPropertyKeys
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{
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public const string AvailableJobsKey = "availableJobs";
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public const string CurrentMultiJobRiftRaid = "currentMultiJobRiftRaid";
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}
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public static class Sizes
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{
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public const int TotalEquipmentSlots = 6;
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public const int TotalInventorySlots = 18;
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public const int TotalBuildSlots = 4;
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}
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public static class Animation
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{
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public static bool IsAnimationEventBasedAbility(AbilityAnimationType anim)
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{
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return anim == AbilityAnimationType.Melee || anim == AbilityAnimationType.Shoot
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|| anim == AbilityAnimationType.PunchA || anim == AbilityAnimationType.PunchB
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|| anim == AbilityAnimationType.Kick;
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}
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}
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public static class Scenes
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{
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public const string CharacterList = "2-CharacterList";
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public const string HuntersInn = "4-RiftHuntersInn";
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public const string Skellyard = "4-Skellyard";
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public const string Dayard = "4-Dayard";
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public const string VampsDen = "4-VampsDen";
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public const string DragonsLair = "4-DragonsLair";
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public const string RiverAve = "4-RiverAve";
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public const string RiftRaid = "5-RiftRaid";
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public static string GetSceneNameByZoneName(string zoneName)
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{
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zoneName = zoneName.ToLower();
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if (zoneName.Contains("huntersinn"))
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return HuntersInn;
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if (zoneName.Contains("skellyard"))
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return Skellyard;
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if (zoneName.Contains("dayard"))
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return Dayard;
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if (zoneName.Contains("vamp"))
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return VampsDen;
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if (zoneName.Contains("dragon"))
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return DragonsLair;
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if (zoneName.Contains("river"))
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return RiverAve;
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if (zoneName.Contains("rift raid"))
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return RiftRaid;
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return HuntersInn;
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}
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}
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} |