Example #1
0
        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);
            }
        }
Example #2
0
        private void SetLevelAndMaximumHitPoints()
        {
            int originalLevel = Level;

            Level = (ExperiencePoints / 100) + 1;
            if (Level != originalLevel)
            {
                MaximumHitPoints = Level * 10;
                OnLeveledUp?.Invoke(this, System.EventArgs.Empty);
            }
        }
Example #3
0
        public void SetLevelAndMaxHP()
        {
            int originalLevel = Level;

            Level = (XP / 100) - 1;

            if (Level != originalLevel)
            {
                MaxHP = Level * 10;
                OnLeveledUp?.Invoke(this, System.EventArgs.Empty);
            }
        }
Example #4
0
        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);
            }
        }
Example #5
0
        private void SetLevelAndMaximumHitPoints()
        {
            int initialLevel = Level;

            Level = Experience / 100 + 1;

            if (Level != initialLevel)
            {
                MaximumHitPoints = Level * 10;

                OnLeveledUp?.Invoke(this, System.EventArgs.Empty);
            }
        }
Example #6
0
        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);
            }
        }
Example #7
0
        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);
            }
        }
Example #8
0
    private void LevelUp()
    {
        Level++;
        health.AlterBaseValue(10);
        TakeHeal(maxHealth, this);
        attackPower.AlterBaseValue(1);
        PlayerManager.Instance.LevelUp();

        if (OnLeveledUp != null)
        {
            OnLeveledUp.Invoke();
        }
    }
Example #9
0
        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);
            }
        }
Example #10
0
        private void StatIncreaseOnLevelUp()
        {
            int originalLevel = Level;

            Level = (ExperiencePoints / 100) + 1;

            if (Level != originalLevel)
            {
                MaximumHitPoints = Level * 10;
                Strength++;
                Dexterity++;

                OnLeveledUp?.Invoke(this, System.EventArgs.Empty);
            }
        }
Example #11
0
    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();
        }
    }