Example #1
0
        // ^ Skill check ^

        /// <summary>
        /// Initializes upgrade effect, setting required default values.
        /// You should generally use this constructor!
        /// </summary>
        /// <param name="type"></param>
        public UpgradeEffect(UpgradeType type)
        {
            Type           = type;
            Unk1           = 0;
            Unk2           = 0;
            Stat           = 0;
            ValueType      = 0;
            Value          = 0;
            SkillId        = 0;
            SkillVar       = 0;
            Unk4           = 0x0A;
            Unk5           = 0;
            CheckType      = UpgradeCheckType.None;
            CheckStat      = 0;
            CheckRace      = 0;
            CheckPtj       = 0;
            CheckMonth     = 0;
            CheckBroken    = false;
            CheckTitleId   = 0;
            CheckCondition = 0;
            CheckValueType = 0;
            CheckValue     = 0;
            CheckSkillId   = 0;
            CheckSkillRank = 0;
        }
Example #2
0
    float GetUpgradeStat(UpgradeStat stat, float multi)
    {
        int temp = 0;

        upgrade_stats.Data.TryGetValue(stat, out temp);
        return(temp * multi * 0.1f);
    }
 public void setStat(UpgradeStat stat,UpgradeStatContainer stats)
 {
     this.stat=stat;
     abilityStats=stats;
     //update to current value
     Slider.sliderValue=abilityStats.Data[stat]/10f;
     NameLabel.text=(UpgradeStats.getUpgradeName(stat)).ToUpper();
 }
Example #4
0
 public void setStat(UpgradeStat stat, UpgradeStatContainer stats)
 {
     this.stat    = stat;
     abilityStats = stats;
     //update to current value
     Slider.sliderValue = abilityStats.Data[stat] / 10f;
     NameLabel.text     = (UpgradeStats.getUpgradeName(stat)).ToUpper();
 }
    public static string getUpgradeName(UpgradeStat stat)
    {
        if (stat==UpgradeStat.Cooldown)
            return "Firerate";
        if (stat==UpgradeStat.EnergyCost)
            return "Cooling";

        return stat.ToString();
    }
Example #6
0
        /// <summary>
        /// Changes effect to give a skill bonus.
        /// </summary>
        /// <param name="skillId"></param>
        /// <param name="skillVar"></param>
        /// <param name="value"></param>
        public void SetSkillEffect(SkillId skillId, short skillVar, short value, UpgradeValueType valueType)
        {
            Unk2 = 0x1B;

            Stat      = UpgradeStat.Skill;
            ValueType = valueType;
            Value     = value;
            SkillId   = skillId;
            SkillVar  = skillVar;
        }
Example #7
0
        /// <summary>
        /// Changes effect to check for the given summon to be there.
        /// </summary>
        /// <param name="summonStat"></param>
        public void SetSummonCheck(UpgradeStat summonStat)
        {
            if (summonStat != UpgradeStat.Pet && summonStat != UpgradeStat.BarrierSpikes && summonStat != UpgradeStat.Golem)
            {
                throw new ArgumentException(summonStat + " is not a summon stat.");
            }

            CheckType      = UpgradeCheckType.WhileSummoned;
            CheckStat      = summonStat;
            CheckValueType = 0;
            CheckValue     = 0;
        }
Example #8
0
        /// <summary>
        /// Changes effect to check a stat for a value.
        /// </summary>
        /// <param name="stat"></param>
        /// <param name="checkType"></param>
        /// <param name="value"></param>
        public void SetStatCheck(UpgradeStat stat, UpgradeCheckType checkType, short value, UpgradeValueType valueType)
        {
            if (checkType < UpgradeCheckType.GreaterThan || checkType > UpgradeCheckType.Equal)
            {
                throw new ArgumentException(checkType + " is not a stat check.");
            }

            CheckType      = checkType;
            CheckStat      = stat;
            CheckValueType = valueType;
            CheckValue     = value;
        }
    public static string getUpgradeName(UpgradeStat stat)
    {
        if (stat == UpgradeStat.Cooldown)
        {
            return("Firerate");
        }
        if (stat == UpgradeStat.EnergyCost)
        {
            return("Cooling");
        }

        return(stat.ToString());
    }
Example #10
0
        /// <summary>
        /// Changes effect to give a stat bonus.
        /// </summary>
        /// <param name="stat"></param>
        /// <param name="value"></param>
        /// <param name="valueType"></param>
        public void SetStatEffect(UpgradeStat stat, short value, UpgradeValueType valueType)
        {
            if (stat < UpgradeStat.Fire || stat > UpgradeStat.Lightning)
            {
                Unk2 = 0x00;
            }
            else
            {
                Unk2 = 0x02;
            }

            Stat      = stat;
            ValueType = valueType;
            Value     = value;
        }
Example #11
0
		/// <summary>
		/// Changes effect to give a stat bonus.
		/// </summary>
		/// <param name="stat"></param>
		/// <param name="value"></param>
		/// <param name="valueType"></param>
		public void SetStatEffect(UpgradeStat stat, short value, UpgradeValueType valueType)
		{
			if (stat < UpgradeStat.Fire || stat > UpgradeStat.Lightning)
				Unk2 = 0x00;
			else
				Unk2 = 0x02;

			Stat = stat;
			ValueType = valueType;
			Value = value;
		}
 float GetUpgradeStat(UpgradeStat stat,float multi)
 {
     int temp=0;
     upgrade_stats.Data.TryGetValue(stat,out temp);
     return temp*multi*0.1f;
 }
Example #13
0
		/// <summary>
		/// Changes effect to check for the given summon to be there.
		/// </summary>
		/// <param name="summonStat"></param>
		public void SetSummonCheck(UpgradeStat summonStat)
		{
			if (summonStat != UpgradeStat.Pet && summonStat != UpgradeStat.BarrierSpikes && summonStat != UpgradeStat.Golem)
				throw new ArgumentException(summonStat + " is not a summon stat.");

			CheckType = UpgradeCheckType.WhileSummoned;
			CheckStat = summonStat;
			CheckValueType = 0;
			CheckValue = 0;
		}
Example #14
0
		/// <summary>
		/// Changes effect to check a stat for a value.
		/// </summary>
		/// <param name="stat"></param>
		/// <param name="checkType"></param>
		/// <param name="value"></param>
		public void SetStatCheck(UpgradeStat stat, UpgradeCheckType checkType, short value, UpgradeValueType valueType)
		{
			if (checkType < UpgradeCheckType.GreaterThan || checkType > UpgradeCheckType.Equal)
				throw new ArgumentException(checkType + " is not a stat check.");

			CheckType = checkType;
			CheckStat = stat;
			CheckValueType = valueType;
			CheckValue = value;
		}
Example #15
0
		/// <summary>
		/// Changes effect to give a skill bonus.
		/// </summary>
		/// <param name="skillId"></param>
		/// <param name="skillVar"></param>
		/// <param name="value"></param>
		public void SetSkillEffect(SkillId skillId, short skillVar, short value, UpgradeValueType valueType)
		{
			Unk2 = 0x1B;

			Stat = UpgradeStat.Skill;
			ValueType = valueType;
			Value = value;
			SkillId = skillId;
			SkillVar = skillVar;
		}
Example #16
0
        public static Stat ToStat(this UpgradeStat upgradeStat)
        {
            switch (upgradeStat)
            {
            case UpgradeStat.MinDamage: return(Stat.AttackMinMod);

            case UpgradeStat.MaxDamage: return(Stat.AttackMaxMod);

            case UpgradeStat.MinInjuryRate: return(Stat.InjuryMinMod);

            case UpgradeStat.MaxInjuryRate: return(Stat.InjuryMaxMod);

            case UpgradeStat.Critical: return(Stat.CriticalMod);

            case UpgradeStat.DamageBalance: return(Stat.BalanceMod);

            case UpgradeStat.Defense: return(Stat.DefenseMod);

            case UpgradeStat.Protection: return(Stat.ProtectionMod);

            case UpgradeStat.STR: return(Stat.StrMod);

            case UpgradeStat.Dexterity: return(Stat.DexMod);

            case UpgradeStat.Intelligence: return(Stat.IntMod);

            case UpgradeStat.Will: return(Stat.WillMod);

            case UpgradeStat.Luck: return(Stat.LuckMod);

            case UpgradeStat.MaxHP: return(Stat.LifeMaxMod);

            case UpgradeStat.MaxMP: return(Stat.ManaMaxMod);

            case UpgradeStat.MaxStamina: return(Stat.StaminaMaxMod);

            case UpgradeStat.MagicAttack: return(Stat.MagicAttackMod);

            case UpgradeStat.MagicDefense: return(Stat.MagicDefenseMod);

            case UpgradeStat.CombatPower: return(Stat.CombatPowerMod);

            case UpgradeStat.Lightning: return(Stat.ElementLightning);

            case UpgradeStat.Ice: return(Stat.ElementIce);

            case UpgradeStat.Fire: return(Stat.ElementFire);

            case UpgradeStat.PoisonImmunity: return(Stat.PoisonImmuneMod);

            case UpgradeStat.PiercingLevel: return(Stat.ArmorPierceMod);

            //case UpgradeStat.Quality: return Stat.;
            //case UpgradeStat.StompDefense: return Stat.;
            //case UpgradeStat.AttackSpeed: return Stat.;
            //case UpgradeStat.LessenManaUsage: return Stat.;
            //case UpgradeStat.StaminaUsage: return Stat.;
            //case UpgradeStat.MusicBuffEffect: return Stat.;
            //case UpgradeStat.MusicBuffDuration: return Stat.;
            //case UpgradeStat.MarionetteMinDamage: return Stat.;
            //case UpgradeStat.MarionetteMaxDamage: return Stat.;
            //case UpgradeStat.MarionetteMagicDefense: return Stat.;
            //case UpgradeStat.MarionetteHP: return Stat.;
            //case UpgradeStat.MarionetteDefense: return Stat.;
            //case UpgradeStat.MarionetteProtection: return Stat.;
            //case UpgradeStat.ControlMarionetteMinDamage: return Stat.;
            //case UpgradeStat.ControlMarionetteMaxDamage: return Stat.;
            //case UpgradeStat.FrozenBlastDuration: return Stat.;
            //case UpgradeStat.FrozenBlastRange: return Stat.;
            //case UpgradeStat.FireAlchemicDamage: return Stat.;
            //case UpgradeStat.WaterAlchemicDamage: return Stat.;
            //case UpgradeStat.WindAlchemicDamage: return Stat.;
            //case UpgradeStat.ClayAlchemicDamage: return Stat.;
            //case UpgradeStat.AlchemySuccessRateIncreased: return Stat.;
            //case UpgradeStat.BarrierSpikes: return Stat.;
            //case UpgradeStat.BarrierSpikesDurability: return Stat.;
            //case UpgradeStat.ControlCriticalRate: return Stat.;
            //case UpgradeStat.ControlCriticalBalanceBoosted: return Stat.;
            //case UpgradeStat.ExplosionDefense: return Stat.;
            //case UpgradeStat.SynthesisSuccessRate: return Stat.;
            //case UpgradeStat.CrystalMakingSuccessRate: return Stat.;
            //case UpgradeStat.FragmentationSuccessRate: return Stat.;

            default:
                return(Stat.None);
            }
        }
Example #17
0
		// ^ Skill check ^

		/// <summary>
		/// Initializes upgrade effect, setting required default values.
		/// You should generally use this constructor!
		/// </summary>
		/// <param name="type"></param>
		public UpgradeEffect(UpgradeType type)
		{
			Type = type;
			Unk1 = 0;
			Unk2 = 0;
			Stat = 0;
			ValueType = 0;
			Value = 0;
			SkillId = 0;
			SkillVar = 0;
			Unk4 = 0x0A;
			Unk5 = 0;
			CheckType = UpgradeCheckType.None;
			CheckStat = 0;
			CheckRace = 0;
			CheckPtj = 0;
			CheckMonth = 0;
			CheckBroken = false;
			CheckTitleId = 0;
			CheckCondition = 0;
			CheckValueType = 0;
			CheckValue = 0;
			CheckSkillId = 0;
			CheckSkillRank = 0;
		}