public static DetailedUserCharacteristics DemageGenerator(this DetailedUserCharacteristics src) { src.Damage_min = (int)(src.Agility * 0.4 + src.Power * 0.5); src.Damage_max = (int)(src.Agility * 0.5 + src.Power * 0.8); return(src); }
protected void RestoreBaseDefenceSettings(BattleUnit unit, DetailedUserCharacteristics characteristics) { var chs = unit.Characteristics; chs.Armor_head = characteristics.Armor_head; chs.Armor_body = characteristics.Armor_body; chs.Armor_belt = characteristics.Armor_belt; chs.Armor_feet = characteristics.Armor_feet; }
public static DetailedUserCharacteristics Add(this DetailedUserCharacteristics src, Characteristics ch) { src.Mana_Full = ch.Mana; src.Health_Full = ch.Health; src.Experience = ch.Experience; src.Agility = ch.Agility; src.Clan = ch.Clan; src.Intelligence = ch.Intelligence; src.Stamina = ch.Stamina; src.Power = ch.Power; src.Intuition = ch.Intuition; src.Money = ch.Money; src.Level = ch.Level; src.Wins = ch.Wins; src.Losses = ch.Losses; src.Standoff = ch.Standoff; return(src); }
protected virtual void ApplyDefence(BattleUnit unit, DetailedUserCharacteristics characteristics) { var chs = unit.Characteristics; double factor = 1.5; // 150% switch (DefencePosition) { case Position.HEAD: chs.Armor_head = (int)(characteristics.Armor_head * factor); break; case Position.BODY: chs.Armor_body = (int)(characteristics.Armor_body * factor); break; case Position.LEGS: chs.Armor_belt = (int)(characteristics.Armor_belt * factor); break; case Position.FEET: chs.Armor_feet = (int)(characteristics.Armor_feet * factor); break; } }
public void SaveReward(Reward reward, DetailedUserCharacteristics status) { //update state var currentState = StateRepository.Get(reward.ID); currentState.CurrentHP = status.Health; currentState.CurrentMP = status.Mana; StateRepository.Update(currentState); var currentChs = CharacterRepository.Get(reward.ID); currentChs.Money += reward.Money; currentChs.Experience += reward.Experience; if (reward.Win) { currentChs.Wins++; } else { currentChs.Losses++; } CharacterRepository.Update(currentChs); Unit.Commit(); }
public static DetailedUserCharacteristics Add(this DetailedUserCharacteristics src, State state) { src.Health = state.CurrentHP; src.Mana = state.CurrentMP; return(src); }
public static DetailedUserCharacteristics Add(this DetailedUserCharacteristics src, SkillSet skills) { return(src); }