public void GainXP(BattleResultEventData data)
    {
        //Checking outcome and the data for xp, and debug logging it
        Debug.Log(data.outcome);
        Debug.Log(data.Xp);
        Debug.Log(data.player.xp);
        Debug.Log(data.npc.xp);

        if (data.outcome == 1)
        {
            data.player.xp += data.Xp;
            Debug.Log("Player has gained " + data.player.xp + "Xp");
            //if outcome = 1 add xp to the player and debug how much you gained
        }

        if (data.player.xp >= 100 + (data.player.level * 50))
        {
            data.player.level += 1;
            //add 1 to the player level
            GameEvents.PlayerLevelUp(data.player.level);
            //broadcast level up message
            Debug.Log("Player has level is " + data.player.level);
            //debug which level the player is
            int numPoints = 5;
            StatsGenerator.AssignUnusedPoints(data.player, 5);
            // assign 5 points each time
            data.player.xp = 0;
            //set xp back to 0
        }
    }
Ejemplo n.º 2
0
    public void GainXP(BattleResultEventData data)
    {
        Debug.Log(data.outcome);

        Debug.Log(data.player.level);
        Debug.Log(data.player.xp);

        //checking if player won and then assigning xp
        if (data.outcome == 1)
        {
            data.player.xp += 10;
        }

        else
        {
            data.player.xp += 2;
        }

        if (data.player.xp >= xpRequired)
        {
            data.player.level++;
            Debug.Log("Level is now: " + data.player.level);
            int pointsToAdd = 10;
            StatsGenerator.AssignUnusedPoints(data.player, pointsToAdd);
            GameEvents.PlayerLevelUp(data.player.level);
            xpRequired += (xpRequired * (data.player.level / 2));
            Debug.Log(xpRequired);
        }

        // if data.outcome is 1 then player won, otherwise player lost
    }
Ejemplo n.º 3
0
    public void GainXP(BattleResultEventData data)
    {
        //sets xp to zero (does not effect previous file)
        data.player.xp = 0;
        //tries to read the xp from text file
        try
        {
            data.player.xp = System.Convert.ToInt32(System.IO.File.ReadAllText("xp.txt"));
        }
        catch
        {
        }

        //adds xp based on win
        if (data.outcome == 1)
        {
            data.player.xp += 20;
            Debug.Log("win");
            Debug.Log(data.player.xp);
        }
        if (data.outcome == 0)
        {
            data.player.xp += 10;
            Debug.Log("lose");
            Debug.Log(data.player.xp);
        }

        //checks level based on total xp
        if (data.player.xp >= 100 && data.player.level < 2)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 200 && data.player.level < 3)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 300 && data.player.level < 4)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 500 && data.player.level < 5)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 800 && data.player.level < 6)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 1300 && data.player.level < 7)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 2100 && data.player.level < 8)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 3400 && data.player.level < 9)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        if (data.player.xp >= 5500 && data.player.level < 10)
        {
            data.player.level += 1;
            GameEvents.PlayerLevelUp(data.player.level);
            StatsGenerator.AssignUnusedPoints(data.player, 10);
            Debug.Log("Level Up");
        }
        System.IO.File.WriteAllText("xp.txt", System.Convert.ToString(data.player.xp));
        System.IO.File.WriteAllText("level.txt", System.Convert.ToString(data.player.level));
    }
Ejemplo n.º 4
0
 void LevelUp(int level)
 {
     Debug.Log("NPC Level Up!");
     myStats.level = level;
     StatsGenerator.AssignUnusedPoints(myStats, 5);
 }