Example #1
0
    protected Character(CharacterSO other)
    {
        // name
        displayName = other.displayName;

        // stats
        attributes = other.attributes;
        elementAttack = other.elementAttack;
        elementDefense = other.elementDefense;
        combatStats = other.combatStats;

        // level and class
        level = other.level;
        charClass = other.charClass;

        // create armor and weapon configs from class rules
        mWeaponConfig = charClass.CreateWeaponConfig();
        mArmorConfig = charClass.CreateArmorConfig();

        for (int i=0; i < other.weapons.Length; i++) {
            mWeaponConfig.EquipWeapon(other.weapons[i], i);
        }

        // TODO, this should be tightly coupled with SO implementation
        //		for (int i=0; i < other.weapons.Length; i++) {
        //			mArmorConfig.EquipArmor(other.armors[i], i);
        //		}

        curHP = maxHP;
    }
Example #2
0
 public static AttributeVector operator *(AttributeVector a1, AttributeVector a2)
 {
     AttributeVector result = new AttributeVector();
     result.strength = a1.strength * a2.strength;
     result.vitality = a1.vitality * a2.vitality;
     result.dexerity = a1.dexerity * a2.dexerity;
     result.agility = a1.agility * a2.agility;
     result.wisdom = a1.wisdom * a2.wisdom;
     result.inteligence = a1.inteligence * a2.inteligence;
     result.luck = a1.luck * a2.luck;
     return result;
 }
 public void LoadAttribute(AttributeVector attributes)
 {
     if (attributes != null) {
         mPropertyAdd[(int)CombatPropertyType.STR] = attributes.strength;
         mPropertyAdd[(int)CombatPropertyType.VIT] = attributes.vitality;
         mPropertyAdd[(int)CombatPropertyType.DEX] = attributes.dexerity;
         mPropertyAdd[(int)CombatPropertyType.AGI] = attributes.agility;
         mPropertyAdd[(int)CombatPropertyType.WIS] = attributes.wisdom;
         mPropertyAdd[(int)CombatPropertyType.INT] = attributes.inteligence;
         mPropertyAdd[(int)CombatPropertyType.LUCK] = attributes.luck;
     }
 }
 public void LoadDamageScalingAttributes(AttributeVector attributes)
 {
     if (attributes != null) {
         mPropertyAdd[(int)CombatPropertyType.SCALE_STR] = attributes.strength;
         mPropertyAdd[(int)CombatPropertyType.SCALE_VIT] = attributes.vitality;
         mPropertyAdd[(int)CombatPropertyType.SCALE_DEX] = attributes.dexerity;
         mPropertyAdd[(int)CombatPropertyType.SCALE_AGI] = attributes.agility;
         mPropertyAdd[(int)CombatPropertyType.SCALE_WIS] = attributes.wisdom;
         mPropertyAdd[(int)CombatPropertyType.SCALE_INT] = attributes.inteligence;
         mPropertyAdd[(int)CombatPropertyType.SCALE_LUCK] = attributes.luck;
     }
 }