Ejemplo n.º 1
0
 public Being(string name, int level, AnimationController controller,
              Input input, bool isPlayer, bool isLocal)
 {
     this.name       = name;
     this.controller = controller;
     this.level      = level;
     this.isPlayer   = isPlayer;
     this.isLocal    = isLocal;
     this.input      = input;
     changeAnimation("idle");
     if (isPlayer)
     {
         stats.setStatValue(StatType.Agility, 10);
         stats.setStatValue(StatType.Life, 10);
         stats.setStatValue(StatType.Magic, 10);
         stats.setStatValue(StatType.Strength, 10);
         stats.setStatValue(StatType.Speed, 10);
         foreach (Stat stat in controller.statRatios.statsTable.Values)
         {
             stats.addStatValue(stat.getType(), stat.getValue() * (level - 1));
         }
     }
     else
     {
         foreach (Stat stat in controller.statRatios.statsTable.Values)
         {
             stats.setStatValue(stat.getType(), stat.getValue() * level);
         }
     }
     guid = Guid.NewGuid();
     newLevel();
 }
Ejemplo n.º 2
0
        private static StatSet rollStats(Being being, ItemClass itemClass, ItemType type)
        {
            StatSet stats = new StatSet();

            #region Calculate how many random stat modifiers there shall be
            int randomStatItems = 0;
            switch (itemClass)
            {
            case ItemClass.Normal:
                randomStatItems++;
                break;

            case ItemClass.Magic:
                randomStatItems += 1 + rand.Next() % 2;
                break;

            case ItemClass.Rare:
                randomStatItems += 2 + rand.Next() % 2;
                break;

            case ItemClass.Unique:
                randomStatItems += 4 + rand.Next() % 6;
                break;
            }
            #endregion

            if (type == ItemType.Chest)
            {
                stats.addStatValue(StatType.Defense, 20 + rand.Next() % 10);
            }
            if (type == ItemType.Head)
            {
                stats.addStatValue(StatType.Defense, 5 + rand.Next() % 5);
            }
            if (type == ItemType.Legs)
            {
                stats.addStatValue(StatType.Defense, 7 + rand.Next() % 10);
            }
            if (type == ItemType.MainHand)
            {
                stats.addStatValue(StatType.MinDamage, 2);
                stats.addStatValue(StatType.MaxDamage, 2);
            }
            switch (itemClass)
            {
            case ItemClass.Normal:
                break;

            case ItemClass.Magic:
                if (stats.getStatValue(StatType.Defense) > 0)
                {
                    stats.setStatValue(StatType.Defense, stats.getStatValue(StatType.Defense) + 3);
                }
                break;

            case ItemClass.Rare:
                if (stats.getStatValue(StatType.Defense) > 0)
                {
                    stats.setStatValue(StatType.Defense, stats.getStatValue(StatType.Defense) * 2);
                }
                break;

            case ItemClass.Unique:
                if (stats.getStatValue(StatType.Defense) > 0)
                {
                    stats.setStatValue(StatType.Defense, stats.getStatValue(StatType.Defense) * 3);
                }
                break;
            }
            #region Add that random amount of modifiers
            for (; randomStatItems > 0; randomStatItems--)
            {
                //get random modifier
                StatType[] values = (Stats.StatType[])Enum.GetValues(typeof(StatType));
                StatType   stat   = values[rand.Next(0, values.Length)];

                stats.addStatValue(stat, (int)(1 + rand.Next() % 8));
            }
            #endregion
            return(stats);
        }