// Use this for initialization
 void Start()
 {
     npcScript      = GameObject.Find("Down_3").GetComponent <WorldButtonInteraction>();
     stage          = 0;
     messageLength *= (Screen.width / 100f);
     messageHeight *= (Screen.height / 100f);
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        npcScript = GameObject.Find("StoreKeeper").GetComponent <WorldButtonInteraction>();
        inven     = GameObject.FindGameObjectWithTag("PlayerInventory").GetComponent <PlayerInventory>();
        stage     = 0;

        messageLength *= (Screen.width / 100f);
        messageHeight *= (Screen.height / 100f);
    }
    // Use this for initialization
    void Start()
    {
        player     = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();

        prisonWallScript = GameObject.Find("towerExplode").GetComponent <WorldButtonInteraction>();

        if (Progression.previousScene == "Outsidehome3")
        {
            player.cc.transform.position = new Vector3(-51.5f, -81f, -1f);
            if (Progression.progress == 12)
            {
                QuestBar.task = "Look for answers around town.";
            }
        }
        else if (Progression.previousScene == "Town")
        {
            if (player.transform.position.y > 120)
            {
                player.cc.transform.position = new Vector3(1, -3.3f, -1f);
            }
            else
            {
                player.cc.transform.position = new Vector3(-78.67f, 144.58f, -1f);
            }
        }
        else if (Progression.previousScene == "CavePuzzle")
        {
            player.cc.transform.position = new Vector3(-58.34f, 182.62f, -1f);
        }
        else if (Progression.previousScene == "Prison")
        {
            player.cc.transform.position = new Vector3(-74f, 163f, -1f);
        }
        else if (Progression.previousScene == "Tavern")
        {
            player.cc.transform.position = new Vector3(-3f, 4.5f, -1f);
        }
        else if (Progression.previousScene == "Desert")
        {
            player.cc.transform.position = new Vector3(-157f, -20f, -1f);
        }
        else if (Progression.previousScene == "makePlayer")
        {
            player.GetComponent <CharacterController>().transform.position = Progression.charPos;
        }

        fadeScript.fade      = true;
        fadeScript.fadingOut = true;
        fadeScript.bothFades = false;

        if (Progression.progress == 18)
        {
            Progression.reHerb = true;
        }
    }
Beispiel #4
0
    void Start()
    {
        player     = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();

        WBI = GameObject.Find("hourglasssandP").GetComponent <WorldButtonInteraction>();

        if (Progression.previousScene == "Desert")
        {
            player.cc.transform.position = new Vector3(0f, 0f, -1f);
        }

        fadeScript.fade      = true;
        fadeScript.fadingOut = true;
        fadeScript.bothFades = false;
    }
Beispiel #5
0
 void Start()
 {
     chestScript = GameObject.Find("Chest").GetComponent <WorldButtonInteraction>();
     fadeScript  = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();
     inven       = GameObject.Find("Inventory").GetComponent <PlayerInventory>();
     player      = GameObject.Find("Player").GetComponent <playerController>();
     if (Progression.previousScene == "Home2")
     {
         player.cc.transform.position = new Vector3(-5.3f, 2f, -1f);
     }
     if (Progression.previousScene == "makePlayer")
     {
         player.cc.transform.position = new Vector3(1.744855f, 30f, -1f);
     }
     fadeScript.fade      = true;
     fadeScript.fadingOut = true;
     fadeScript.bothFades = false;
 }
Beispiel #6
0
    // Use this for initialization
    void Start()
    {
        player     = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();

        transfusion = GameObject.Find("OrbTransfusion").GetComponent <WorldButtonInteraction>();

        player.cc.transform.position = new Vector3(0f, 0f, -1f);

        if (Progression.previousScene == "makePlayer")
        {
            player.GetComponent <CharacterController>().transform.position = Progression.charPos;
        }
        Progression.killCount = 0;
        fadeScript.fade       = true;
        fadeScript.fadingOut  = true;
        fadeScript.bothFades  = false;
    }
Beispiel #7
0
    // Use this for initialization
    void Start()
    {
        player     = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();

        if (Progression.previousScene == "Outsidehome3")
        {
            player.GetComponent <CharacterController>().transform.position = new Vector3(1f, 1f, -1f);
        }
        else if (Progression.previousScene == "makePlayer")
        {
            player.GetComponent <CharacterController>().transform.position = Progression.charPos;
        }
        fadeScript.fade      = true;
        fadeScript.fadingOut = true;
        fadeScript.bothFades = false;

        chestScript = GameObject.Find("Chest").GetComponent <WorldButtonInteraction>();
    }
Beispiel #8
0
    // Use this for initialization
    void Start()
    {
        player        = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript    = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();
        treeCut       = GameObject.Find("Treechete").GetComponent <WorldButtonInteraction>();
        messageHeight = 68;
        messageLength = 68;
        fontSize      = 30;
        if (Progression.previousScene == "makePlayer")
        {
            player.GetComponent <CharacterController>().transform.position = Progression.charPos;
        }
        if (Progression.previousScene == "Home2")
        {
            player.cc.transform.position = new Vector3(-3f, -8.5f, -1f);
        }
        if (Progression.previousScene == "Cave4")
        {
            player.cc.transform.position = new Vector3(42f, -77f, -1f);
        }
        if (Progression.previousScene == "House5")
        {
            player.cc.transform.position = new Vector3(33.7f, -4f, -1f);
        }
        if (Progression.previousScene == "Town")
        {
            player.cc.transform.position = new Vector3(56f, 6f, -1f);
        }
        if (Progression.previousScene == "BunnyIsle")
        {
            player.cc.transform.position = new Vector3(-38f, 44f, -1f);
        }
        fadeScript.fade      = true;
        fadeScript.fadingOut = true;
        fadeScript.bothFades = false;

        if (Progression.treesCut)
        {
            Destroy(GameObject.Find("Treechete"));
        }
        Progression.reKey = true;
    }
Beispiel #9
0
    void Start()
    {
        player     = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();

        chestScriptL = GameObject.Find("ChestLocked").GetComponent <WorldButtonInteraction>();
        chestScriptU = GameObject.Find("ChestUnlocked").GetComponent <WorldButtonInteraction>();
        inven        = GameObject.FindGameObjectWithTag("PlayerInventory").GetComponent <PlayerInventory>();

        if (Progression.previousScene == "Outsidehome3" || Progression.previousScene == "Desert")
        {
            player.cc.transform.position = new Vector3(-40f, -8f, -1f);
            if (Progression.previousScene == "Desert")
            {
                Progression.levers[0] = 1;
                Progression.levers[1] = 2;
                Progression.levers[2] = 8;
                Progression.levers[3] = 0;
                Progression.levers[4] = 8;
            }
        }
        else if (Progression.previousScene == "Dungeon")
        {
            player.cc.transform.position = new Vector3(54f, -4f, -1f);
        }
        else if (Progression.previousScene == "makePlayer")
        {
            player.GetComponent <CharacterController>().transform.position = Progression.charPos;
        }

        fadeScript.fade      = true;
        fadeScript.fadingOut = true;
        fadeScript.bothFades = false;

        if (Progression.chestUnlocked)
        {
            GameObject.Find("ChestLocked").transform.position   = new Vector3(48.78f, 4.02f, 10f);
            GameObject.Find("ChestUnlocked").transform.position = new Vector3(48.78f, 4.02f, -0.5f);
        }
    }
    // Use this for initialization
    void Start()
    {
        player     = GameObject.Find("Player").GetComponent <playerController>();
        fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>();

        stairScript    = GameObject.Find("stairs").GetComponent <WorldButtonInteraction>();
        stairTopScript = GameObject.Find("stairstop").GetComponent <WorldButtonInteraction>();
        doorScript     = GameObject.Find("doorPot").GetComponent <WorldButtonInteraction>();
        potScript      = GameObject.Find("Pot").GetComponent <WorldButtonInteraction>();

        if (Progression.previousScene == "Town")
        {
            player.cc.transform.position = new Vector3(0f, 0f, -1f);
        }
        else if (Progression.previousScene == "makePlayer")
        {
            player.GetComponent <CharacterController>().transform.position = Progression.charPos;
        }
        fadeScript.fade      = true;
        fadeScript.fadingOut = true;
        fadeScript.bothFades = false;
    }
Beispiel #11
0
 // Use this for initialization
 void Start()
 {
     WBI = this.GetComponent <WorldButtonInteraction>();
     if (leverNumber == 0)
     {
         directionString = "South-West.";
     }
     else if (leverNumber == 1)
     {
         directionString = "East.";
     }
     else if (leverNumber == 2)
     {
         directionString = "South-West.";
     }
     else if (leverNumber == 3)
     {
         directionString = "South-East.";
     }
     else
     {
         directionString = "West.";
     }
 }
Beispiel #12
0
    // Update is called once per frame
    void Update()
    {
        // Setting up the references.
        //get the game object
        inventory = GameObject.FindGameObjectWithTag("PlayerInventory");
        //get script attached to game object
        playerInventory = inventory.GetComponent <PlayerInventory>();
        clicky          = this.gameObject;
        wasclick        = clicky.GetComponent <WorldButtonInteraction>();

        if (wasclick.clicked)
        {
            if (this.gameObject.name == "Chest")
            {
                playerInventory.hasSword              = true;
                playerInventory.itemlistSwordName     = "Blade of Absurdity";
                playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + 1;
                playerInventory.itemlistSwordAgil     = playerInventory.baseWeaponAGI + 1;
                playerInventory.itemlistSwordIntel    = playerInventory.baseWeaponINT + 1;
                playerInventory.itemlistSwordLuck     = playerInventory.baseWeaponLUC + 0;
            }
            else if (clicky.tag == "Sword")
            {
                playerInventory.getSword();
                Debug.Log(clicky.GetComponent <Sword>().itemName);
                playerInventory.itemlistSwordName     = clicky.GetComponent <Sword>().itemName;
                playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Sword>().str;
                playerInventory.itemlistSwordAgil     = playerInventory.baseWeaponAGI + clicky.GetComponent <Sword>().agil;
                playerInventory.itemlistSwordIntel    = playerInventory.baseWeaponINT + clicky.GetComponent <Sword>().intel;
                playerInventory.itemlistSwordLuck     = playerInventory.baseWeaponLUC + clicky.GetComponent <Sword>().luc;
                //set other stats to 0
                playerInventory.itemlistBowStrength   = 0;
                playerInventory.itemlistBowAgil       = 0;
                playerInventory.itemlistBowIntel      = 0;
                playerInventory.itemlistBowLuck       = 0;
                playerInventory.itemlistStaffStrength = 0;
                playerInventory.itemlistStaffAgil     = 0;
                playerInventory.itemlistStaffIntel    = 0;
                playerInventory.itemlistStaffLuck     = 0;

                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Armor")
            {
                playerInventory.getArmor();
                Debug.Log(clicky.GetComponent <Armor>().itemName);
                playerInventory.itemlistArmorName     = clicky.GetComponent <Armor>().itemName;
                playerInventory.itemlistArmorStrength = playerInventory.baseArmorATK + clicky.GetComponent <Armor>().str;
                playerInventory.itemlistArmorAgil     = playerInventory.baseArmorAGI + clicky.GetComponent <Armor>().agil;
                playerInventory.itemlistArmorIntel    = playerInventory.baseArmorINT + clicky.GetComponent <Armor>().intel;
                playerInventory.itemlistArmorLuck     = playerInventory.baseArmorLUC + clicky.GetComponent <Armor>().luc;
                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Helm")
            {
                playerInventory.getHelm();
                Debug.Log(clicky.GetComponent <Helm>().itemName);
                playerInventory.itemlistHelmName     = clicky.GetComponent <Helm>().itemName;
                playerInventory.itemlistHelmStrength = playerInventory.baseHelmATK + clicky.GetComponent <Helm>().str;
                playerInventory.itemlistHelmAgil     = playerInventory.baseHelmAGI + clicky.GetComponent <Helm>().agil;
                playerInventory.itemlistHelmIntel    = playerInventory.baseHelmINT + clicky.GetComponent <Helm>().intel;
                playerInventory.itemlistHelmLuck     = playerInventory.baseHelmLUC + clicky.GetComponent <Helm>().luc;
                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Bow")
            {
                playerInventory.getBow();
                Debug.Log(clicky.GetComponent <Bow>().itemName);
                playerInventory.itemlistBowName     = clicky.GetComponent <Bow>().itemName;
                playerInventory.itemlistBowStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Bow>().str;
                playerInventory.itemlistBowAgil     = playerInventory.baseWeaponAGI + clicky.GetComponent <Bow>().agil;
                playerInventory.itemlistBowIntel    = playerInventory.baseWeaponINT + clicky.GetComponent <Bow>().intel;
                playerInventory.itemlistBowLuck     = playerInventory.baseWeaponLUC + clicky.GetComponent <Bow>().luc;
                //set other stats to 0
                playerInventory.itemlistStaffStrength = 0;
                playerInventory.itemlistStaffAgil     = 0;
                playerInventory.itemlistStaffIntel    = 0;
                playerInventory.itemlistStaffLuck     = 0;
                playerInventory.itemlistSwordStrength = 0;
                playerInventory.itemlistSwordAgil     = 0;
                playerInventory.itemlistSwordIntel    = 0;
                playerInventory.itemlistSwordLuck     = 0;


                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Staff")
            {
                playerInventory.getStaff();
                Debug.Log(clicky.GetComponent <Staff>().itemName);
                playerInventory.itemlistStaffName     = clicky.GetComponent <Staff>().itemName;
                playerInventory.itemlistStaffStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Staff>().str;
                playerInventory.itemlistStaffAgil     = playerInventory.baseWeaponAGI + clicky.GetComponent <Staff>().agil;
                playerInventory.itemlistStaffIntel    = playerInventory.baseWeaponINT + clicky.GetComponent <Staff>().intel;
                playerInventory.itemlistStaffLuck     = playerInventory.baseWeaponLUC + clicky.GetComponent <Staff>().luc;
                //set other items to 0 stats
                playerInventory.itemlistBowStrength   = 0;
                playerInventory.itemlistBowAgil       = 0;
                playerInventory.itemlistBowIntel      = 0;
                playerInventory.itemlistBowLuck       = 0;
                playerInventory.itemlistSwordStrength = 0;
                playerInventory.itemlistSwordAgil     = 0;
                playerInventory.itemlistSwordIntel    = 0;
                playerInventory.itemlistSwordLuck     = 0;

                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Potion")
            {
                Destroy(this.gameObject);
                playerInventory.currentHP = playerInventory.fullHP;
            }
            else
            {
                Debug.Log("tag not found");
            }
        }
        playerInventory.currentATK = playerInventory.itemlistBowStrength + playerInventory.itemlistSwordStrength
                                     + playerInventory.itemlistStaffStrength + playerInventory.itemlistArmorStrength + playerInventory.itemlistHelmStrength;
        playerInventory.currentAGI = playerInventory.itemlistStaffAgil + playerInventory.itemlistBowAgil
                                     + playerInventory.itemlistSwordAgil + playerInventory.itemlistArmorAgil + playerInventory.itemlistHelmAgil;
        playerInventory.currentINT = playerInventory.itemlistStaffIntel + playerInventory.itemlistBowIntel
                                     + playerInventory.itemlistSwordIntel + playerInventory.itemlistArmorIntel + playerInventory.itemlistHelmIntel;
        playerInventory.currentLUC = playerInventory.itemlistStaffLuck + playerInventory.itemlistBowLuck
                                     + playerInventory.itemlistSwordLuck + playerInventory.itemlistArmorLuck + playerInventory.itemlistHelmLuck;
    }
    // Update is called once per frame
    void Update()
    {
        // Setting up the references.
        //get the game object
        inventory = GameObject.FindGameObjectWithTag("PlayerInventory");
        //get script attached to game object
        playerInventory = inventory.GetComponent <PlayerInventory>();
        clicky          = this.gameObject;
        wasclick        = clicky.GetComponent <WorldButtonInteraction>();

        if (wasclick.clicked)
        {
            if (this.gameObject.name == "Chest")
            {
                playerInventory.hasSword              = true;
                playerInventory.itemlistSwordName     = "Blade of Absurdity";
                playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + 1;
                playerInventory.itemlistSwordAgil     = playerInventory.baseWeaponAGI + 1;
                playerInventory.itemlistSwordIntel    = playerInventory.baseWeaponINT + 1;
                playerInventory.itemlistSwordLuck     = playerInventory.baseWeaponLUC + 0;
            }
            else if (clicky.tag == "Sword")
            {
                playerInventory.getSword();
                Debug.Log(clicky.GetComponent <Sword>().itemName);
                playerInventory.itemlistSwordName     = clicky.GetComponent <Sword>().itemName;
                playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Sword>().str;
                playerInventory.itemlistSwordAgil     = playerInventory.baseWeaponAGI + clicky.GetComponent <Sword>().agil;
                playerInventory.itemlistSwordIntel    = playerInventory.baseWeaponINT + clicky.GetComponent <Sword>().intel;
                playerInventory.itemlistSwordLuck     = playerInventory.baseWeaponLUC + clicky.GetComponent <Sword>().luc;
                //set other stats to 0
                playerInventory.itemlistBowStrength   = 0;
                playerInventory.itemlistBowAgil       = 0;
                playerInventory.itemlistBowIntel      = 0;
                playerInventory.itemlistBowLuck       = 0;
                playerInventory.itemlistStaffStrength = 0;
                playerInventory.itemlistStaffAgil     = 0;
                playerInventory.itemlistStaffIntel    = 0;
                playerInventory.itemlistStaffLuck     = 0;

                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Armor")
            {
                playerInventory.getArmor();
                Debug.Log(clicky.GetComponent <Armor>().itemName);
                playerInventory.itemlistArmorName     = clicky.GetComponent <Armor>().itemName;
                playerInventory.itemlistArmorStrength = playerInventory.baseArmorATK + clicky.GetComponent <Armor>().str;
                playerInventory.itemlistArmorAgil     = playerInventory.baseArmorAGI + clicky.GetComponent <Armor>().agil;
                playerInventory.itemlistArmorIntel    = playerInventory.baseArmorINT + clicky.GetComponent <Armor>().intel;
                playerInventory.itemlistArmorLuck     = playerInventory.baseArmorLUC + clicky.GetComponent <Armor>().luc;
                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Helm")
            {
                playerInventory.getHelm();
                Debug.Log(clicky.GetComponent <Helm>().itemName);
                playerInventory.itemlistHelmName     = clicky.GetComponent <Helm>().itemName;
                playerInventory.itemlistHelmStrength = playerInventory.baseHelmATK + clicky.GetComponent <Helm>().str;
                playerInventory.itemlistHelmAgil     = playerInventory.baseHelmAGI + clicky.GetComponent <Helm>().agil;
                playerInventory.itemlistHelmIntel    = playerInventory.baseHelmINT + clicky.GetComponent <Helm>().intel;
                playerInventory.itemlistHelmLuck     = playerInventory.baseHelmLUC + clicky.GetComponent <Helm>().luc;
                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Bow")
            {
                playerInventory.getBow();
                Debug.Log(clicky.GetComponent <Bow>().itemName);
                playerInventory.itemlistBowName     = clicky.GetComponent <Bow>().itemName;
                playerInventory.itemlistBowStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Bow>().str;
                playerInventory.itemlistBowAgil     = playerInventory.baseWeaponAGI + clicky.GetComponent <Bow>().agil;
                playerInventory.itemlistBowIntel    = playerInventory.baseWeaponINT + clicky.GetComponent <Bow>().intel;
                playerInventory.itemlistBowLuck     = playerInventory.baseWeaponLUC + clicky.GetComponent <Bow>().luc;
                //set other stats to 0
                playerInventory.itemlistStaffStrength = 0;
                playerInventory.itemlistStaffAgil     = 0;
                playerInventory.itemlistStaffIntel    = 0;
                playerInventory.itemlistStaffLuck     = 0;
                playerInventory.itemlistSwordStrength = 0;
                playerInventory.itemlistSwordAgil     = 0;
                playerInventory.itemlistSwordIntel    = 0;
                playerInventory.itemlistSwordLuck     = 0;


                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Staff")
            {
                playerInventory.getStaff();
                Debug.Log(clicky.GetComponent <Staff>().itemName);
                playerInventory.itemlistStaffName     = clicky.GetComponent <Staff>().itemName;
                playerInventory.itemlistStaffStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Staff>().str;
                playerInventory.itemlistStaffAgil     = playerInventory.baseWeaponAGI + clicky.GetComponent <Staff>().agil;
                playerInventory.itemlistStaffIntel    = playerInventory.baseWeaponINT + clicky.GetComponent <Staff>().intel;
                playerInventory.itemlistStaffLuck     = playerInventory.baseWeaponLUC + clicky.GetComponent <Staff>().luc;
                //set other items to 0 stats
                playerInventory.itemlistBowStrength   = 0;
                playerInventory.itemlistBowAgil       = 0;
                playerInventory.itemlistBowIntel      = 0;
                playerInventory.itemlistBowLuck       = 0;
                playerInventory.itemlistSwordStrength = 0;
                playerInventory.itemlistSwordAgil     = 0;
                playerInventory.itemlistSwordIntel    = 0;
                playerInventory.itemlistSwordLuck     = 0;

                Destroy(this.gameObject);
            }
            else if (clicky.tag == "Potion")
            {
                Destroy(this.gameObject);
                playerInventory.currentHP = playerInventory.fullHP;
            }
            else if (clicky.tag == "Key")
            {
                Destroy(this.gameObject);
                Progression.reKey = true;
                Progression.keysFound++;
            }
            else if (clicky.tag == "Gold")
            {
                Destroy(this.gameObject);
                playerInventory.currentGold += Progression.goldOfLastEnemy;
            }
            else if (clicky.tag == "ManaPotion")
            {
                Destroy(this.gameObject);
                playerInventory.currentMP = playerInventory.fullMP;
            }
            else if (clicky.tag == "Herb")
            {
                Destroy(this.gameObject);
                Progression.herbsCollected++;
            }
            else
            {
                Debug.Log("tag not found");
            }
        }
        //update the players stats based off of new item that is picked up/equipped.
        playerInventory.currentATK = playerInventory.itemlistBowStrength + playerInventory.itemlistSwordStrength
                                     + playerInventory.itemlistStaffStrength + playerInventory.itemlistArmorStrength + playerInventory.itemlistHelmStrength + playerInventory.startATK
                                     + playerInventory.levelUpATK;
        playerInventory.currentAGI = playerInventory.itemlistStaffAgil + playerInventory.itemlistBowAgil
                                     + playerInventory.itemlistSwordAgil + playerInventory.itemlistArmorAgil + playerInventory.itemlistHelmAgil + playerInventory.startAGI
                                     + playerInventory.levelUpAGI;
        playerInventory.currentINT = playerInventory.itemlistStaffIntel + playerInventory.itemlistBowIntel
                                     + playerInventory.itemlistSwordIntel + playerInventory.itemlistArmorIntel + playerInventory.itemlistHelmIntel + playerInventory.startINT
                                     + playerInventory.levelUpINT;
        playerInventory.currentLUC = playerInventory.itemlistStaffLuck + playerInventory.itemlistBowLuck
                                     + playerInventory.itemlistSwordLuck + playerInventory.itemlistArmorLuck + playerInventory.itemlistHelmLuck + playerInventory.startLCK
                                     + playerInventory.levelUpLCK;
    }