Beispiel #1
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 void ViewBattlePrecent(Battle_Stats selected)
 {
     //selected.Stats.Battle.dmg_dice = EditorGUILayout.IntField("Dmg Dice Fist", selected.Stats.Battle.dmg_dice);
     selected.armor_phisical = EditorGUILayout.IntField("Armor Phisical %", selected.armor_phisical);
     selected.armor_magicial = EditorGUILayout.IntField("Armor Magicial %", selected.armor_magicial);
     selected.dmg            = EditorGUILayout.IntField("DMG %", selected.dmg);
     selected.iniciative     = EditorGUILayout.IntField("Iniciative %", selected.iniciative);
     selected.move           = EditorGUILayout.FloatField("Move %", selected.move);
 }
Beispiel #2
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 public Stats()
 {
     Base        = new Base_Stats();
     Battle      = new Battle_Stats();
     Ability     = new Ability_Stats();
     Equipment   = new Equipment_Stats();
     Resistance  = new Resistance_Stats();
     Other       = new Other_Stats();
     AtkState    = new List <State_Rate>();
     ResistState = new List <State_Rate>();
 }
Beispiel #3
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    void PrecentBattle(Battle_Stats stat)
    {
        currentStats.Battle.armor_magicial += (int)(currentStats.Battle.armor_magicial * (float)stat.armor_magicial / 100f);
        currentStats.Battle.armor_phisical += (int)(currentStats.Battle.armor_phisical * (float)stat.armor_phisical / 100f);
        currentStats.Battle.dmg            += (int)(currentStats.Battle.dmg * (float)stat.dmg / 100f);
        currentStats.Battle.iniciative     += (int)(currentStats.Battle.iniciative * (float)stat.iniciative / 100f);
        currentStats.Battle.move           += (int)(currentStats.Battle.move * (float)stat.move / 100f);

        currentStats.dmgWeapons[0].IncreaseDmg((int)(currentStats.dmgWeapons[0].minDmg * (float)stat.dmg / 100f));
        currentStats.dmgWeapons[1].IncreaseDmg((int)(currentStats.dmgWeapons[1].minDmg * (float)stat.dmg / 100f));
    }
Beispiel #4
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    static CharacterStats PrecentBattle(CharacterStats current, Battle_Stats stat)
    {
        current.Battle.armor_magicial += (int)(current.Battle.armor_magicial * (float)stat.armor_magicial / 100f);
        current.Battle.armor_phisical += (int)(current.Battle.armor_phisical * (float)stat.armor_phisical / 100f);
        current.Battle.dmg            += (int)(current.Battle.dmg * (float)stat.dmg / 100f);
        current.Battle.iniciative     += (int)(current.Battle.iniciative * (float)stat.iniciative / 100f);
        current.Battle.move           += (int)(current.Battle.move * (float)stat.move / 100f);

        current.dmgWeapons[0].IncreaseDmg((int)(current.dmgWeapons[0].minDmg * (float)stat.dmg / 100f));
        current.dmgWeapons[1].IncreaseDmg((int)(current.dmgWeapons[1].minDmg * (float)stat.dmg / 100f));
        return(current);
    }
    public void UpdateStats()
    {
        Base        = new Base_Stats();
        Battle      = new Battle_Stats();
        Ability     = new Ability_Stats();
        Equipment   = new Equipment_Stats();
        Resistance  = new Resistance_Stats();
        Other       = new Other_Stats();
        AtkState    = new List <State_Rate>();
        ResistState = new List <State_Rate>();

        dmgWeapons[0] = new DmgWeapon();
        dmgWeapons[1] = new DmgWeapon();
    }
Beispiel #6
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 bool boolStatsBattle(Battle_Stats stats)
 {
     if (stats.accuracy > 0)
     {
         return(true);
     }
     if (stats.crit_chance > 0)
     {
         return(true);
     }
     if (stats.iniciative > 0)
     {
         return(true);
     }
     //if (stats.armor_phisical > 0) return true;
     //if (stats.armor_magicial > 0) return true;
     if (stats.iniciative > 0)
     {
         return(true);
     }
     if (stats.actionPoint > 0)
     {
         return(true);
     }
     if (stats.contrattack > 0)
     {
         return(true);
     }
     if (stats.parry > 0)
     {
         return(true);
     }
     if (stats.evade > 0)
     {
         return(true);
     }
     if (stats.stressReduce > 0)
     {
         return(true);
     }
     if (stats.calm > 0)
     {
         return(true);
     }
     if (stats.move > 0)
     {
         return(true);
     }
     return(false);
 }
Beispiel #7
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 void labelStatsBattle(Battle_Stats stats, TextMeshProUGUI text)
 {
     if (stats.accuracy > 0)
     {
         text.text += "\n" + stats.accuracy + " %";
     }
     if (stats.crit_chance > 0)
     {
         text.text += "\n" + stats.crit_chance + " %";
     }
     if (stats.iniciative > 0)
     {
         text.text += "\n" + stats.iniciative;
     }
     //if (stats.armor_phisical > 0) text.text += "\n" + stats.armor_phisical;
     //if (stats.armor_magicial > 0) text.text += "\n" + stats.armor_magicial;
     if (stats.iniciative > 0)
     {
         text.text += "\n" + stats.iniciative;
     }
     if (stats.actionPoint > 0)
     {
         text.text += "\n" + stats.actionPoint;
     }
     if (stats.contrattack > 0)
     {
         text.text += "\n" + stats.contrattack + " %";
     }
     if (stats.parry > 0)
     {
         text.text += "\n" + stats.parry + " %";
     }
     if (stats.evade > 0)
     {
         text.text += "\n" + stats.evade + " %";
     }
     if (stats.stressReduce > 0)
     {
         text.text += "\n" + stats.stressReduce + " %";
     }
     if (stats.calm > 0)
     {
         text.text += "\n" + stats.calm + " %";
     }
     if (stats.move > 0)
     {
         text.text += "\n" + stats.move;
     }
 }
 public static void ViewBattle(Battle_Stats selected)
 {
     //selected.Stats.Battle.dmg_dice = EditorGUILayout.IntField("Dmg Dice Fist", selected.Stats.Battle.dmg_dice);
     selected.accuracy     = EditorGUILayout.IntField("Accuracy", selected.accuracy);
     selected.crit_chance  = EditorGUILayout.IntField("Crit Chance", selected.crit_chance);
     selected.iniciative   = EditorGUILayout.IntField("Iniciative", selected.iniciative);
     selected.actionPoint  = EditorGUILayout.IntField("Action Point", selected.actionPoint);
     selected.contrattack  = EditorGUILayout.IntField("Contrattack", selected.contrattack);
     selected.parry        = EditorGUILayout.IntField("Parry", selected.parry);
     selected.evade        = EditorGUILayout.IntField("Evade", selected.evade);
     selected.stressReduce = EditorGUILayout.IntField("Stress Reduce", selected.stressReduce);
     selected.calm         = EditorGUILayout.IntField("Calm", selected.calm);
     GUILayout.Space(10);
     selected.move = EditorGUILayout.FloatField("Move", selected.move);
 }
Beispiel #9
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 public static CharacterStats CalculateBattle(CharacterStats current, Battle_Stats stat)
 {
     current.Battle.accuracy       += stat.accuracy;
     current.Battle.actionPoint    += stat.actionPoint;
     current.Battle.armor_magicial += stat.armor_magicial;
     current.Battle.armor_phisical += stat.armor_phisical;
     current.Battle.calm           += stat.calm;
     current.Battle.contrattack    += stat.contrattack;
     current.Battle.crit_chance    += stat.crit_chance;
     current.Battle.evade          += stat.evade;
     current.Battle.iniciative     += stat.iniciative;
     current.Battle.move           += stat.move;
     current.Battle.parry          += stat.parry;
     current.Battle.stressReduce   += stat.stressReduce;
     current.Battle.actionPoint    += stat.actionPoint;
     return(current);
 }
Beispiel #10
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 void AddStatsBattle(Battle_Stats battle)
 {
     Stats.Battle.accuracy       += battle.accuracy;
     Stats.Battle.actionPoint    += battle.actionPoint;
     Stats.Battle.armor_magicial += battle.armor_magicial;
     Stats.Battle.armor_phisical += battle.armor_phisical;
     Stats.Battle.calm           += battle.calm;
     Stats.Battle.contrattack    += battle.contrattack;
     Stats.Battle.crit_chance    += battle.crit_chance;
     Stats.Battle.crit_multiply  += battle.crit_multiply;
     Stats.Battle.dmg            += battle.dmg;
     Stats.Battle.dmg_dice       += battle.dmg_dice;
     Stats.Battle.evade          += battle.evade;
     Stats.Battle.iniciative     += battle.iniciative;
     Stats.Battle.move           += battle.move;
     Stats.Battle.parry          += battle.parry;
     Stats.Battle.range          += battle.range;
     Stats.Battle.stressReduce   += battle.stressReduce;
 }
Beispiel #11
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    void CalculateBattle(Battle_Stats stat)
    {
        currentStats.Battle.accuracy       += stat.accuracy;
        currentStats.Battle.actionPoint    += stat.actionPoint;
        currentStats.Battle.armor_magicial += stat.armor_magicial;
        currentStats.Battle.armor_phisical += stat.armor_phisical;
        currentStats.Battle.calm           += stat.calm;
        currentStats.Battle.contrattack    += stat.contrattack;
        currentStats.Battle.crit_chance    += stat.crit_chance;
        currentStats.Battle.evade          += stat.evade;
        currentStats.Battle.iniciative     += stat.iniciative;
        currentStats.Battle.move           += stat.move;
        currentStats.Battle.parry          += stat.parry;
        currentStats.Battle.stressReduce   += stat.stressReduce;
        currentStats.Battle.actionPoint    += stat.actionPoint;

        //currentStats.Battle.crit_multiply += stat.crit_multiply;
        //currentStats.Battle.dmg += stat.dmg;
        //currentStats.Battle.dmg_dice += stat.dmg_dice;
        //currentStats.Battle.range += stat.range;
    }
Beispiel #12
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    public IThrow(IThrow item)
    {
        Battle           = item.Battle;
        Piercing         = item.Piercing;
        Piercing_Precent = item.Piercing_Precent;
        AttackElement    = item.AttackElement;
        AtkState         = item.AtkState;
        RemoveState      = item.RemoveState;
        RemoveAllState   = item.RemoveAllState;
        MissileFlight    = item.MissileFlight;
        AreaRange        = item.AreaRange;
        AreaAttack       = item.AreaAttack;
        IgnoreObstacle   = item.IgnoreObstacle;

        Name        = item.Name;
        Icon        = item.Icon;
        Category    = item.Category;
        Description = item.Description;
        Value       = item.Value;
        Stack       = item.Stack;
    }
Beispiel #13
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    void PartDamage(IThrow item, Battle_Stats s_throw)
    {
        var obj    = Instantiate(PartsInfo.Panel, this.transform, true);
        var Damage = Instantiate(PartsInfo.PanelList, obj.transform, true);

        Damage.GetComponent <InfoList>().Text[0].text  = "" + s_throw.dmg + " - " + (s_throw.dmg + s_throw.dmg_dice);
        Damage.GetComponent <InfoList>().Text[0].text += " " + item.AttackElement;
        var Crit = Instantiate(PartsInfo.PanelList, obj.transform, true);

        Crit.GetComponent <InfoList>().Text[0].text = "x" + s_throw.crit_multiply;
        if (item.Piercing > 0)
        {
            var Piercing = Instantiate(PartsInfo.PanelList, obj.transform, true);
            Piercing.GetComponent <InfoList>().Text[0].text = "" + item.Piercing;
        }
        if (item.Piercing_Precent > 0)
        {
            var Piercing = Instantiate(PartsInfo.PanelList, obj.transform, true);
            Piercing.GetComponent <InfoList>().Text[0].text = "" + item.Piercing + "%";
        }
    }
Beispiel #14
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 public Precent_Stats()
 {
     Base   = new Base_Stats();
     Battle = new Battle_Stats();
     Other  = new Other_Stats();
 }
 public UpgradeStage()
 {
     Components = new List <IComponent>();
     AddStats   = new Battle_Stats();
 }