public void UpdateStats() { currentStats.UpdateStats(); currentStats.Battle.range = Stats.Battle.range; currentStats.Battle.dmg_dice = Stats.Battle.dmg_dice; currentStats.Equipment.itemsSlot = Stats.Equipment.itemsSlot; currentStats.Equipment.bagSlot = Stats.Equipment.bagSlot; Equipment.ItemSlots.Capacity(currentStats.Equipment.itemsSlot + 1); Equipment.Backpack.Capacity((currentStats.Equipment.bagSlot + 1) * 3); currentStats = CharacterFunctions.CalculateBase(currentStats, Stats.Base); currentStats = CharacterFunctions.CalculateAbility(currentStats, Stats.Ability); currentStats = CharacterFunctions.CalculateResistance(currentStats, Stats.Resistance); currentStats = CharacterFunctions.CalculateOther(currentStats, Stats.Other); currentStats = CharacterFunctions.CalculateBattle(currentStats, Stats.Battle); currentStats = CharacterFunctions.CalculateEquipment(currentStats, Equipment); currentStats = CharacterFunctions.CalculateTraits(currentStats, Traits); currentStats = CharacterFunctions.CalculateStates(currentStats, Effects); currentStats = CharacterFunctions.CalculateBaseBonus(currentStats, Equipment); currentStats = CharacterFunctions.CalculateBattleBonus(currentStats, Equipment, Stats); Precent_Stats = CharacterFunctions.PrecentCalculate(Traits, Effects); currentStats = CharacterFunctions.Precent(currentStats, Precent_Stats); currentStats = CharacterFunctions.Calculate_HpMp(currentStats); }
public static CharacterStats Precent(CharacterStats current, Precent_Stats precent) { current = PrecentBase(current, precent.Base); current = PrecentBattle(current, precent.Battle); current = PrecentOther(current, precent.Other); return(current); }
//Skills #region Functions public void UpdateStats() { currentStats.UpdateStats(); currentStats.Battle.range = StaticValues.Races.Races[Actor.Race].Stats.Battle.range; currentStats.Battle.dmg_dice = StaticValues.Races.Races[Actor.Race].Stats.Battle.dmg_dice + StaticValues.Classes.Classes[Actor.Class].Stats.Battle.dmg_dice; currentStats.Equipment.itemsSlot = Stats.Equipment.itemsSlot; currentStats.Equipment.bagSlot = Stats.Equipment.bagSlot; Equipment.ItemSlots.Capacity(currentStats.Equipment.itemsSlot + 1); Equipment.Backpack.Capacity((currentStats.Equipment.bagSlot + 1) * 3); currentStats = CharacterFunctions.CalculateBase(currentStats, Stats.Base); currentStats = CharacterFunctions.CalculateBase(currentStats, Actor.Stats.Base); currentStats = CharacterFunctions.CalculateBase(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Base); currentStats = CharacterFunctions.CalculateBase(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Base); currentStats = CharacterFunctions.CalculateAbility(currentStats, Stats.Ability); currentStats = CharacterFunctions.CalculateAbility(currentStats, Actor.Stats.Ability); currentStats = CharacterFunctions.CalculateAbility(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Ability); currentStats = CharacterFunctions.CalculateAbility(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Ability); currentStats = CharacterFunctions.CalculateResistance(currentStats, Stats.Resistance); currentStats = CharacterFunctions.CalculateResistance(currentStats, Actor.Stats.Resistance); currentStats = CharacterFunctions.CalculateResistance(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Resistance); currentStats = CharacterFunctions.CalculateResistance(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Resistance); currentStats = CharacterFunctions.CalculateOther(currentStats, Stats.Other); currentStats = CharacterFunctions.CalculateOther(currentStats, Actor.Stats.Other); currentStats = CharacterFunctions.CalculateOther(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Other); currentStats = CharacterFunctions.CalculateOther(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Other); currentStats = CharacterFunctions.CalculateBattle(currentStats, Stats.Battle); currentStats = CharacterFunctions.CalculateBattle(currentStats, Actor.Stats.Battle); currentStats = CharacterFunctions.CalculateBattle(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Battle); currentStats = CharacterFunctions.CalculateBattle(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Battle); HpMpIncreaseByLvl(); currentStats = CharacterFunctions.CalculateEquipment(currentStats, Equipment); currentStats = CharacterFunctions.CalculateTraits(currentStats, Traits); currentStats = CharacterFunctions.CalculateStates(currentStats, Effects); currentStats = CharacterFunctions.CalculateBaseBonus(currentStats, Equipment); currentStats = CharacterFunctions.CalculateBattleBonus(currentStats, Equipment, Actor); Precent_Stats = CharacterFunctions.PrecentCalculate(Traits, Effects); currentStats = CharacterFunctions.Precent(currentStats, Precent_Stats); currentStats = CharacterFunctions.Calculate_HpMp(currentStats);//Finish Function }
public CharacterAi(CharacterAi character) { Name = character.Name; Stats = new Stats(); Stats.AddStats(character.Stats); Equipment = character.Equipment; Exp = character.Exp; Traits = new List <int>(character.Traits); currentStats = new CharacterStats(); Precent_Stats = new Precent_Stats(); Effects = new List <Effect>(); }
public static Precent_Stats PrecentCalculate(List <int> Traits, List <Effect> Effects) { Precent_Stats precent_Stats = new Precent_Stats(); for (int i = 0; i < Traits.Count; i++) { precent_Stats = PrecentSummary(precent_Stats, StaticValues.Traits.Traits[Traits[i]].Precent_Stats); } for (int i = 0; i < Effects.Count; i++) { precent_Stats = PrecentSummary(precent_Stats, Effects[i].Precent_Stats); } return(precent_Stats); }
void PrecentSummary(Precent_Stats stat) { Precent_Stats.Base.agility += stat.Base.agility; Precent_Stats.Base.charisma += stat.Base.charisma; Precent_Stats.Base.intelligence += stat.Base.intelligence; Precent_Stats.Base.perception += stat.Base.perception; Precent_Stats.Base.strength += stat.Base.strength; Precent_Stats.Base.willpower += stat.Base.willpower; Precent_Stats.Battle.armor_magicial += stat.Battle.armor_magicial; Precent_Stats.Battle.armor_phisical += stat.Battle.armor_phisical; Precent_Stats.Battle.dmg += stat.Battle.dmg; Precent_Stats.Battle.iniciative += stat.Battle.iniciative; Precent_Stats.Battle.move += stat.Battle.move; Precent_Stats.Other.hp += stat.Other.hp; Precent_Stats.Other.mp += stat.Other.mp; }
public static Precent_Stats PrecentSummary(Precent_Stats precent_Stats, Precent_Stats stat) { precent_Stats.Base.agility += stat.Base.agility; precent_Stats.Base.charisma += stat.Base.charisma; precent_Stats.Base.intelligence += stat.Base.intelligence; precent_Stats.Base.perception += stat.Base.perception; precent_Stats.Base.strength += stat.Base.strength; precent_Stats.Base.willpower += stat.Base.willpower; precent_Stats.Battle.armor_magicial += stat.Battle.armor_magicial; precent_Stats.Battle.armor_phisical += stat.Battle.armor_phisical; precent_Stats.Battle.dmg += stat.Battle.dmg; precent_Stats.Battle.iniciative += stat.Battle.iniciative; precent_Stats.Battle.move += stat.Battle.move; precent_Stats.Other.hp += stat.Other.hp; precent_Stats.Other.mp += stat.Other.mp; return(precent_Stats); }