Example #1
0
    /// <summary>
    /// multiplies a base value of a status effect (say damage for example)
    /// by the designated governing stat (say physical power for example) converted to a percentage. (so a stat value of 18 is multipled by .01 making it .18)
    /// One is added to the percentage so that the stats add to the base vaule not divide it. (So .18 becomes 1.18 which when multiplied works as 18 percent increase)
    /// Then the that is multiplied by an overall modifier to determin how strong of an impact the stats have on the base value. So a multiplier of 1 means that a stat of 18 will add 18 percent to the
    /// </summary>
    public virtual void SetModifiers()
    {
        foreach (StatusValue sVal in statusValues)
        {
            float governingStatValue = stats.GetGoverningStat(sVal.governingStat);


            sVal.val =
                sVal.baseValue *
                (((governingStatValue * sVal.multiplyer) *
                  percentCoversion) + 1)
            ;
        }
    }