public game_item(item_type _type, int _id_sprite, SpriteGender _gender, int _Order_ID, string _name, Basic_Stats stats, UseBoost pstats, item_rarity.rarity _rarity, bool Is_armor, int item_level = 0) { ID = ITEM_COUNTER; ITEM_COUNTER++; bstats = stats; this.pstats = pstats; IsArmor = Is_armor; NAME = _name; type = _type; id_sprite = _id_sprite; gender = _gender; ORD = _Order_ID; slot_pointer = null; count = 1; if (_id_sprite == -1) { id_sprite = CONSUMABLE_SP_ID; CONSUMABLE_SP_ID--; } if (ORD == -1) { ORD = CONSUMABLE_SP_ID; } rarity = new item_rarity(bstats, _rarity, item_level); }
public void CreateStatEnchanter(Basic_Stats stats, UseBoost pstats, string name, Sprite sprite) { game_item NEW_item = new game_item(item_type.consumable, -1, SpriteGender.none, -1, name, stats, pstats, item_rarity.rarity.simple, false); Game_Items[SpriteGender.none][item_type.consumable].Add(NEW_item.Order_ID, NEW_item); item_icons.Add(NEW_item.id_sprite, sprite); }
public void decBoost(UseBoost b) { armor -= b.armor; healing -= b.healing; health -= b.health; evasion -= b.evasion; physical_dmg -= b.physical_dmg; magical_dmg -= b.magical_dmg; range -= b.range; }
public void AddBoost(UseBoost b) { armor += b.armor; healing += b.healing; health += b.health; evasion += b.evasion; physical_dmg += b.physical_dmg; magical_dmg += b.magical_dmg; range += b.range; }
public void AddPStats(UseBoost b) { pstats.AddBoost(b); pstats.healing = 0; walk_speed.sleep = (pstats.walk_speed * 0.01f + (agility * 0.001f)) * ACT; if (b.healing > 0) { hp.GotHeal(pstats.healing); } }
public void Update() { if (slot != Inv_slot.item_Poiner) { slot = Inv_slot.item_Poiner; if (slot != null && slot.item != null) { stats = slot.item.bstats; pstats = slot.item.pstats; } } }
public C_Stats(Health _hp) { stats = new Basic_Stats(); pstats = new UseBoost(0, 0, 4, 102, 0, 0, 0, 0, 0); hp = _hp; endurance = 8f; strength = 8f; intelligence = 8f; mobility = 130f; range = 12f; agility = 8f; }
public void CreateStatEnchanter(float agility, float endurance, float strength, float intelligence, float mobility, float health, float hregen, float healing, float magical_dmg, float evashion, float armor, float range, float physical_dmg, string name, Sprite sprite) { Basic_Stats stats = new Basic_Stats(); stats.agility = agility; stats.endurance = endurance; stats.strength = strength; stats.intelligence = intelligence; UseBoost pstats = new UseBoost(armor, healing, health, hregen, evashion, physical_dmg, magical_dmg, range, mobility); game_item NEW_item = null; try { NEW_item = new game_item(item_type.consumable, -1, SpriteGender.none, -1, name, stats, pstats, item_rarity.rarity.simple, false); } catch { Debug.Log("(CreateStatEnchanter) : error creating item"); } try { Game_Items[SpriteGender.none][item_type.consumable].Add(NEW_item.Order_ID, NEW_item); } catch { Debug.Log("(CreateStatEnchanter) : Error in storing item"); } if (NEW_item != null) { item_icons.Add(NEW_item.id_sprite, sprite); } }
public void DecresePStats(UseBoost b) { pstats.decBoost(b); pstats.healing = 0; walk_speed.sleep = (pstats.walk_speed * 0.01f + (agility * 0.001f)) * ACT; }
private void CreateItems(SpriteData sd) { bool IsArmor = (sd.path.Contains("armor")) ? true : false; bool IsWeapon = (sd.path.Contains("weapons")) ? true : false; int MaxValue = (IsArmor) ? 14 : IsArmor ? 20 : 6; if (sd.path.Contains("walk_melee_weapons")) { walk_anim = new game_item(item_type.none, sd.id, sd.sg, 0, sd.name, Basic_Stats.zero, UseBoost.zero, item_rarity.rarity.normal, false); return; } foreach (item_type type in Enum.GetValues(typeof(item_type))) { if (sd.key.Contains(type.ToString())) { foreach (item_rarity.rarity rare in Enum.GetValues(typeof(item_rarity.rarity))) { if (!IsWeapon && !IsArmor && rare != item_rarity.rarity.normal) { continue; } Basic_Stats stats = new Basic_Stats(); UseBoost pstats = UseBoost.zero; stats.agility = InGameData.rand(0, MaxValue); stats.endurance = InGameData.rand(0, MaxValue); stats.strength = InGameData.rand(0, MaxValue); if (sd.path.Contains("small_range")) { pstats.range = 2f; } else if (sd.path.Contains("normal_range")) { pstats.range = 10f; } else if (sd.path.Contains("large_range")) { pstats.range = 15f; } else if (type == item_type.wand) { pstats.range = 75.0f; } else if (type == item_type.bow) { pstats.range = 75.0f; } else { pstats.range = 0; } stats.intelligence = InGameData.rand(0, MaxValue); pstats.walk_speed = InGameData.rand(0, MaxValue); game_item NEW_item = new game_item(type, sd.id, sd.sg, Game_Items[sd.sg][type].Count, sd.name, stats, pstats, rare, IsArmor); if (sd.sg == SpriteGender.none) { Game_Items[SpriteGender.male][type].Add(NEW_item.Order_ID, NEW_item); Game_Items[SpriteGender.female][type].Add(NEW_item.Order_ID, NEW_item); } Game_Items[sd.sg][type].Add(NEW_item.Order_ID, NEW_item); } break; } } }