Example #1
0
        public static float CalculateBasePhysical(WeaponStats weaponStats, CharacterStats stats)
        {
            float physicalDmg = 0;

            if (stats.physical > 8 * weaponStats.physical)
            {
                return(physicalDmg = 0.10f * weaponStats.physical);
            }
            else if (stats.physical > weaponStats.physical)
            {
                return(physicalDmg = (19.2f / 49 * Mathf.Pow((weaponStats.physical / stats.physical - 0.125f), 2) + 0.1f) * weaponStats.physical);
            }
            else if (stats.physical > 0.4f * weaponStats.physical)
            {
                return(physicalDmg = (-0.43f * Mathf.Pow((weaponStats.physical / stats.physical - 2.5f), 2) + 0.7f) * weaponStats.physical);
            }
            else if (stats.physical > 0.125f * weaponStats.physical)
            {
                return(physicalDmg = (-0.8f / 121 * Mathf.Pow((weaponStats.physical / stats.physical - 8), 2) + 0.9f) * weaponStats.physical);
            }
            else if (stats.physical < 0.125f * weaponStats.physical)
            {
                return(physicalDmg = 0.90f * weaponStats.physical);
            }

            if (physicalDmg <= 0)
            {
                return(physicalDmg = 1);
            }

            return(physicalDmg);
        }
 public static void DeepCopyWeaponStats(WeaponStats from, WeaponStats to)
 {
     to.physical  = from.physical;
     to.slash     = from.slash;
     to.strike    = from.strike;
     to.thrust    = from.thrust;
     to.magic     = from.magic;
     to.fire      = from.fire;
     to.lightning = from.lightning;
     to.dark      = from.dark;
 }
        public static int CalculateBaseDamage(WeaponStats weaponStats, CharacterStats stats, float multiplier = 1)
        {
            float physical = (weaponStats.physical * multiplier) - stats.physical;
            float slash    = (weaponStats.slash * multiplier) - stats.vs_slash;
            float strike   = (weaponStats.strike * multiplier) - stats.vs_strike;
            float thrust   = (weaponStats.thrust * multiplier) - stats.vs_thrust;

            float sum = physical + slash + strike + thrust;

            float magic     = (weaponStats.magic * multiplier) - stats.magic_def;
            float fire      = (weaponStats.fire * multiplier) - stats.fire_def;
            float lightning = (weaponStats.lightning * multiplier) - stats.lightning_def;
            float dark      = (weaponStats.dark * multiplier) - stats.dark_def;

            sum += magic + fire + lightning + dark;

            if (sum < 0)
            {
                sum = 1;
            }

            return(Mathf.RoundToInt(sum));
        }
Example #4
0
        public static float GatherPhysicals(WeaponStats weaponStats, CharacterStats stats)
        {
            float physicalDmg = 0;

            return(physicalDmg);
        }