private void SetLevelAndMaximumHitPoints() { int originalLevel = Level; if (originalLevel * 100 <= ExperiencePoints) { Level++; ExperiencePoints -= originalLevel * 100; } //Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; if (CharacterClass == ClassFactory.GetClassByName("Warlock")) { MaximumManaPoints = 2 * Level * 100; Strenght = Level; } else if (CharacterClass == ClassFactory.GetClassByName("Válečník")) { MaximumManaPoints = Level * 100; Strenght = Level * 2; } OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void SetLevelAndMaximumHitPoints() { int originalLevel = Level; Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
public void SetLevelAndMaxHP() { int originalLevel = Level; Level = (XP / 100) - 1; if (Level != originalLevel) { MaxHP = Level * 10; OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void SetLevelAndMaximumHitPoints() { int originalLevel = Level; Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; //TODO add modifier(s) for different classes. OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void SetLevelAndMaximumHitPoints() { int initialLevel = Level; Level = Experience / 100 + 1; if (Level != initialLevel) { MaximumHitPoints = Level * 10; OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void SetLevelAndMaximumHitPoints() // function that saves original level valuer, recalculates the lvel and handles leveling up { int originalLevel = Level; Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void SetLevelAndMaximumHitPoints() { int originalLevel = Level; Level = (int)(((Math.Sqrt(625 + (100 * ExperiencePoints)) - 25) / 50) + 1); if (Level != originalLevel) { MaximumHitPoints = Level * 10; OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void LevelUp() { Level++; health.AlterBaseValue(10); TakeHeal(maxHealth, this); attackPower.AlterBaseValue(1); PlayerManager.Instance.LevelUp(); if (OnLeveledUp != null) { OnLeveledUp.Invoke(); } }
private void SetLevelAndMaximumHitPoints() { int originalLevel = Level; Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; //raise the event for anything that's listening OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
private void StatIncreaseOnLevelUp() { int originalLevel = Level; Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; Strength++; Dexterity++; OnLeveledUp?.Invoke(this, System.EventArgs.Empty); } }
public void LoadSavedStats(PlayerStatistics ps) { playerStatistics = ps; //NOTE: Stats (armor and attack power) are being loading through the equipment manager by equipping the items. They are not loaded here other than base values. attackPower.AlterBaseValue(playerStatistics.level - 1); health.AlterBaseValue((playerStatistics.level - 1) * 10); Level = playerStatistics.level; craftingSkillLevel = playerStatistics.craftingSkill; currentHealth = playerStatistics.currentHealth; currentExp = playerStatistics.currentExp; expToNextLevel = playerStatistics.expToNextLevel; currentMana = playerStatistics.currentMana; TakeHeal(0, this); //trigger UI update GainExp(0); if (Level > 1 && OnLeveledUp != null) { OnLeveledUp.Invoke(); } }