protected override LevelUpStats GetLevel(
            int[] growths, int[] gainedStats, int[] currentLevelStats, bool atBaseLevel)
        {
            bool[] cappedStats = GetCappedStats(gainedStats);

            if (atBaseLevel && Global.ActorConfig.SemifixedFirstLevelUp)
            {
                var stats = new SemifixedLevelUpStats(
                    growths, currentLevelStats, cappedStats);
                return(stats);
            }
            else
            {
#if DEBUG
                // In the unit editor, random level up stats are only used for the
                // leftover value, and use a fixed roll
                if (Global.scene.scene_type == "Scene_Map_Unit_Editor" && Actor.is_generic_actor)
                {
                    var stats = new Roll50LevelUpStats(growths, currentLevelStats, cappedStats);
                    return(stats);
                }
                else
#endif
                if (Global.ActorConfig.NoEmptyLevels)
                {
                    var stats = new NoZeroLevelUpStats(growths, currentLevelStats, cappedStats);
                    return(stats);
                }
                else
                {
                    var stats = new LevelUpStats(growths, currentLevelStats, cappedStats);
                    return(stats);
                }
            }
        }
Beispiel #2
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        protected override LevelUpStats GetLevel(
            int[] growths, int[] gainedStats, int[] currentLevelStats, bool atBaseLevel)
        {
            bool[] cappedStats = GetCappedStats(gainedStats);

            var stats = new SemifixedLevelUpStats(growths, currentLevelStats, cappedStats);

            return(stats);
        }