protected int EquipmentModifer(EquipmentModifier modifer) { int modifiedValue = 0; foreach (IEquipment item in EquipedEquipment) { switch (modifer) { case EquipmentModifier.Charisma: modifiedValue += item.Charisma; break; case EquipmentModifier.Constitution: modifiedValue += item.Constitution; break; case EquipmentModifier.Dexterity: modifiedValue += item.Dexterity; break; case EquipmentModifier.Intelligence: modifiedValue += item.Intelligence; break; case EquipmentModifier.MaxHealth: modifiedValue += item.MaxHealth; break; case EquipmentModifier.MaxMana: modifiedValue += item.MaxMana; break; case EquipmentModifier.MaxStamina: modifiedValue += item.MaxStamina; break; case EquipmentModifier.Strength: modifiedValue += item.Strength; break; case EquipmentModifier.Wisdom: modifiedValue += item.Wisdom; break; } } return(modifiedValue); }
//float BaseStatValue (string statKey) { // // TODO: Somehow get base values. // float val = Random.Range((float)sim.player.level, (float)sim.player.level + 1f); // return val; //} //float EquipmentTypeMultiplier (EquipmentType eqType, string statKey) { // return eqType.MultiplierForStat(statKey); //} //float RarityMultiplier (Rarity rarity, Stat.Sign sign) { // var rarityMult = tpd.RollRange(rarity.statMultiplierRange); // if (sign == Stat.Sign.Negative) { // rarityMult = 1f / rarityMult; // } // return rarityMult; //} EquipmentModifier PrefixGenerator() { var prefix = EquipmentModifier.Prefix(); return(prefix); }
void ApplyModifier(Equipment e, EquipmentModifier mod) { // Apply stats // Chang name }