public static Player createPlayer(CombatEntity.Job job) { Player newPlayer = new Player(); newPlayer.job = job; newPlayer.level = 1; switch (job) { case Job.Mage: newPlayer.maxHealth = Random.Range(10, 16); newPlayer.maxSpecial = Random.Range(10, 13); newPlayer.ATK = Random.Range(1, 5); newPlayer.SPE = Random.Range(5, 7); newPlayer.RES = Random.Range(3, 5); newPlayer.DEF = Random.Range(1, 4); break; case Job.Warrior: newPlayer.maxHealth = Random.Range(14, 20); newPlayer.maxSpecial = Random.Range(4, 11); newPlayer.ATK = Random.Range(4, 6); newPlayer.SPE = Random.Range(1, 3); newPlayer.RES = Random.Range(1, 3); newPlayer.DEF = Random.Range(3, 5); newPlayer.negRange = Random.Range(-2, 0); newPlayer.posRange = Random.Range(0, 3); break; case Job.Ranger: newPlayer.maxHealth = Random.Range(13, 16); newPlayer.maxSpecial = Random.Range(7, 11); newPlayer.ATK = Random.Range(3, 5); newPlayer.SPE = Random.Range(2, 4); newPlayer.RES = Random.Range(2, 4); newPlayer.DEF = Random.Range(3, 5); newPlayer.negRange = Random.Range(-2, 1); newPlayer.posRange = Random.Range(2, 4); break; } newPlayer.health = newPlayer.maxHealth; newPlayer.special = newPlayer.maxSpecial; return(newPlayer); }
public void generateStats(CombatEntity.Job job, int level) { this.level = level; switch (job) { case Job.Mage: maxHealth = Random.Range(10 * level, 15 * level); maxSpecial = Random.Range(10 * level, 12 * level); ATK = Random.Range(1 * level, 2 * level); SPE = Random.Range(3 * level, 5 * level); RES = Random.Range(3 * level, 5 * level); DEF = Random.Range(1 * level, 2 * level); break; case Job.Warrior: maxHealth = Random.Range(14 * level, 19 * level); maxSpecial = Random.Range(4 * level, 10 * level); ATK = Random.Range(6 * level, 8 * level); SPE = Random.Range(1 * level, 2 * level); RES = Random.Range(1 * level, 2 * level); DEF = Random.Range(2 * level, 4 * level); negRange += Random.Range(-2 * level, 2 * level); posRange += Random.Range(1 * level, 3 * level); break; case Job.Ranger: maxHealth = Random.Range(13 * level, 15 * level); maxSpecial = Random.Range(7 * level, 10 * level); ATK = Random.Range(2 * level, 4 * level); SPE = Random.Range(2 * level, 4 * level); RES = Random.Range(1 * level, 3 * level); DEF = Random.Range(1 * level, 3 * level); negRange += Random.Range(-1 * level, 2 * level); posRange += Random.Range(2 * level, 3 * level); break; } health = maxHealth; special = maxSpecial; }