public void RemoveStatPoint(int statIndex)
    {
        //Set this function to a buttons onclick to remove a point in a stat
        switch (statIndex)
        {
        case 0:
            _party.PartyMembers[_party.CurrentMember].Strength--;
            break;

        case 1:
            _party.PartyMembers[_party.CurrentMember].Accuracy--;
            break;

        case 2:
            _party.PartyMembers[_party.CurrentMember].Vitality--;
            break;

        case 3:
            _party.PartyMembers[_party.CurrentMember].Stamina--;
            break;

        case 4:
            _party.PartyMembers[_party.CurrentMember].Speed--;
            break;
        }
        _party.PartyMembers[_party.CurrentMember].StatPoints++;          //Returns a stat point to use
        _party.PartyMembers[_party.CurrentMember].UsedStatPoints--;      //Reduces the used stat points used by 1 (used if player resets his decision)
        _party.PartyMembers[_party.CurrentMember].TotalUsedStatPoints--; //Reduces total used stat points used by 1 (used if player wants to re-spec from the start)
        onCheckManipulatedStats(_party.PartyMembers[_party.CurrentMember]);
        ProgressionPanelStats.onStatChange(statIndex, false);
        ProgressionPanelStats.onShowStats(_party.PartyMembers[_party.CurrentMember]); //Updates stats on screen
    }
 public void ResetToBaseStats()
 {
     //Resets the stats to what they were before allocating points
     _party.PartyMembers[_party.CurrentMember].Strength       = _baseStatPoints[0];
     _party.PartyMembers[_party.CurrentMember].Accuracy       = _baseStatPoints[1];
     _party.PartyMembers[_party.CurrentMember].Vitality       = _baseStatPoints[2];
     _party.PartyMembers[_party.CurrentMember].Stamina        = _baseStatPoints[3];
     _party.PartyMembers[_party.CurrentMember].Speed          = _baseStatPoints[4];
     _party.PartyMembers[_party.CurrentMember].StatPoints    += _party.PartyMembers[_party.CurrentMember].UsedStatPoints; //Returns the players used points
     _party.PartyMembers[_party.CurrentMember].UsedStatPoints = 0;                                                        // Resets used points to 0
     onCheckManipulatedStats(_party.PartyMembers[_party.CurrentMember]);
     ProgressionPanelStats.onShowStats(_party.PartyMembers[_party.CurrentMember]);
 }
Beispiel #3
0
 public void SelectPreviousPartyMember()
 {
     if (_currentMember > 0)
     {
         _currentMember--;
     }
     else
     {
         _currentMember = _partyMembers.Count - 1;
     }
     ProgressionPanelStats.onShowStats(_partyMembers[_currentMember]);
     StatPointAllocation.onCheckBaseStats(_partyMembers[_currentMember]);
     StatPointAllocation.onCheckManipulatedStats(_partyMembers[_currentMember]);
 }
Beispiel #4
0
 public void SelectNextPartyMember()
 {
     if (_currentMember < _partyMembers.Count - 1)
     {
         _currentMember++;
     }
     else
     {
         _currentMember = 0;
     }
     ProgressionPanelStats.onShowStats(_partyMembers[_currentMember]);
     StatPointAllocation.onCheckBaseStats(_partyMembers[_currentMember]);
     StatPointAllocation.onCheckManipulatedStats(_partyMembers[_currentMember]);
 }