void ViewBattlePrecent(Battle_Stats selected) { //selected.Stats.Battle.dmg_dice = EditorGUILayout.IntField("Dmg Dice Fist", selected.Stats.Battle.dmg_dice); selected.armor_phisical = EditorGUILayout.IntField("Armor Phisical %", selected.armor_phisical); selected.armor_magicial = EditorGUILayout.IntField("Armor Magicial %", selected.armor_magicial); selected.dmg = EditorGUILayout.IntField("DMG %", selected.dmg); selected.iniciative = EditorGUILayout.IntField("Iniciative %", selected.iniciative); selected.move = EditorGUILayout.FloatField("Move %", selected.move); }
public Stats() { Base = new Base_Stats(); Battle = new Battle_Stats(); Ability = new Ability_Stats(); Equipment = new Equipment_Stats(); Resistance = new Resistance_Stats(); Other = new Other_Stats(); AtkState = new List <State_Rate>(); ResistState = new List <State_Rate>(); }
void PrecentBattle(Battle_Stats stat) { currentStats.Battle.armor_magicial += (int)(currentStats.Battle.armor_magicial * (float)stat.armor_magicial / 100f); currentStats.Battle.armor_phisical += (int)(currentStats.Battle.armor_phisical * (float)stat.armor_phisical / 100f); currentStats.Battle.dmg += (int)(currentStats.Battle.dmg * (float)stat.dmg / 100f); currentStats.Battle.iniciative += (int)(currentStats.Battle.iniciative * (float)stat.iniciative / 100f); currentStats.Battle.move += (int)(currentStats.Battle.move * (float)stat.move / 100f); currentStats.dmgWeapons[0].IncreaseDmg((int)(currentStats.dmgWeapons[0].minDmg * (float)stat.dmg / 100f)); currentStats.dmgWeapons[1].IncreaseDmg((int)(currentStats.dmgWeapons[1].minDmg * (float)stat.dmg / 100f)); }
static CharacterStats PrecentBattle(CharacterStats current, Battle_Stats stat) { current.Battle.armor_magicial += (int)(current.Battle.armor_magicial * (float)stat.armor_magicial / 100f); current.Battle.armor_phisical += (int)(current.Battle.armor_phisical * (float)stat.armor_phisical / 100f); current.Battle.dmg += (int)(current.Battle.dmg * (float)stat.dmg / 100f); current.Battle.iniciative += (int)(current.Battle.iniciative * (float)stat.iniciative / 100f); current.Battle.move += (int)(current.Battle.move * (float)stat.move / 100f); current.dmgWeapons[0].IncreaseDmg((int)(current.dmgWeapons[0].minDmg * (float)stat.dmg / 100f)); current.dmgWeapons[1].IncreaseDmg((int)(current.dmgWeapons[1].minDmg * (float)stat.dmg / 100f)); return(current); }
public void UpdateStats() { Base = new Base_Stats(); Battle = new Battle_Stats(); Ability = new Ability_Stats(); Equipment = new Equipment_Stats(); Resistance = new Resistance_Stats(); Other = new Other_Stats(); AtkState = new List <State_Rate>(); ResistState = new List <State_Rate>(); dmgWeapons[0] = new DmgWeapon(); dmgWeapons[1] = new DmgWeapon(); }
bool boolStatsBattle(Battle_Stats stats) { if (stats.accuracy > 0) { return(true); } if (stats.crit_chance > 0) { return(true); } if (stats.iniciative > 0) { return(true); } //if (stats.armor_phisical > 0) return true; //if (stats.armor_magicial > 0) return true; if (stats.iniciative > 0) { return(true); } if (stats.actionPoint > 0) { return(true); } if (stats.contrattack > 0) { return(true); } if (stats.parry > 0) { return(true); } if (stats.evade > 0) { return(true); } if (stats.stressReduce > 0) { return(true); } if (stats.calm > 0) { return(true); } if (stats.move > 0) { return(true); } return(false); }
void labelStatsBattle(Battle_Stats stats, TextMeshProUGUI text) { if (stats.accuracy > 0) { text.text += "\n" + stats.accuracy + " %"; } if (stats.crit_chance > 0) { text.text += "\n" + stats.crit_chance + " %"; } if (stats.iniciative > 0) { text.text += "\n" + stats.iniciative; } //if (stats.armor_phisical > 0) text.text += "\n" + stats.armor_phisical; //if (stats.armor_magicial > 0) text.text += "\n" + stats.armor_magicial; if (stats.iniciative > 0) { text.text += "\n" + stats.iniciative; } if (stats.actionPoint > 0) { text.text += "\n" + stats.actionPoint; } if (stats.contrattack > 0) { text.text += "\n" + stats.contrattack + " %"; } if (stats.parry > 0) { text.text += "\n" + stats.parry + " %"; } if (stats.evade > 0) { text.text += "\n" + stats.evade + " %"; } if (stats.stressReduce > 0) { text.text += "\n" + stats.stressReduce + " %"; } if (stats.calm > 0) { text.text += "\n" + stats.calm + " %"; } if (stats.move > 0) { text.text += "\n" + stats.move; } }
public static void ViewBattle(Battle_Stats selected) { //selected.Stats.Battle.dmg_dice = EditorGUILayout.IntField("Dmg Dice Fist", selected.Stats.Battle.dmg_dice); selected.accuracy = EditorGUILayout.IntField("Accuracy", selected.accuracy); selected.crit_chance = EditorGUILayout.IntField("Crit Chance", selected.crit_chance); selected.iniciative = EditorGUILayout.IntField("Iniciative", selected.iniciative); selected.actionPoint = EditorGUILayout.IntField("Action Point", selected.actionPoint); selected.contrattack = EditorGUILayout.IntField("Contrattack", selected.contrattack); selected.parry = EditorGUILayout.IntField("Parry", selected.parry); selected.evade = EditorGUILayout.IntField("Evade", selected.evade); selected.stressReduce = EditorGUILayout.IntField("Stress Reduce", selected.stressReduce); selected.calm = EditorGUILayout.IntField("Calm", selected.calm); GUILayout.Space(10); selected.move = EditorGUILayout.FloatField("Move", selected.move); }
public static CharacterStats CalculateBattle(CharacterStats current, Battle_Stats stat) { current.Battle.accuracy += stat.accuracy; current.Battle.actionPoint += stat.actionPoint; current.Battle.armor_magicial += stat.armor_magicial; current.Battle.armor_phisical += stat.armor_phisical; current.Battle.calm += stat.calm; current.Battle.contrattack += stat.contrattack; current.Battle.crit_chance += stat.crit_chance; current.Battle.evade += stat.evade; current.Battle.iniciative += stat.iniciative; current.Battle.move += stat.move; current.Battle.parry += stat.parry; current.Battle.stressReduce += stat.stressReduce; current.Battle.actionPoint += stat.actionPoint; return(current); }
void AddStatsBattle(Battle_Stats battle) { Stats.Battle.accuracy += battle.accuracy; Stats.Battle.actionPoint += battle.actionPoint; Stats.Battle.armor_magicial += battle.armor_magicial; Stats.Battle.armor_phisical += battle.armor_phisical; Stats.Battle.calm += battle.calm; Stats.Battle.contrattack += battle.contrattack; Stats.Battle.crit_chance += battle.crit_chance; Stats.Battle.crit_multiply += battle.crit_multiply; Stats.Battle.dmg += battle.dmg; Stats.Battle.dmg_dice += battle.dmg_dice; Stats.Battle.evade += battle.evade; Stats.Battle.iniciative += battle.iniciative; Stats.Battle.move += battle.move; Stats.Battle.parry += battle.parry; Stats.Battle.range += battle.range; Stats.Battle.stressReduce += battle.stressReduce; }
void CalculateBattle(Battle_Stats stat) { currentStats.Battle.accuracy += stat.accuracy; currentStats.Battle.actionPoint += stat.actionPoint; currentStats.Battle.armor_magicial += stat.armor_magicial; currentStats.Battle.armor_phisical += stat.armor_phisical; currentStats.Battle.calm += stat.calm; currentStats.Battle.contrattack += stat.contrattack; currentStats.Battle.crit_chance += stat.crit_chance; currentStats.Battle.evade += stat.evade; currentStats.Battle.iniciative += stat.iniciative; currentStats.Battle.move += stat.move; currentStats.Battle.parry += stat.parry; currentStats.Battle.stressReduce += stat.stressReduce; currentStats.Battle.actionPoint += stat.actionPoint; //currentStats.Battle.crit_multiply += stat.crit_multiply; //currentStats.Battle.dmg += stat.dmg; //currentStats.Battle.dmg_dice += stat.dmg_dice; //currentStats.Battle.range += stat.range; }
public IThrow(IThrow item) { Battle = item.Battle; Piercing = item.Piercing; Piercing_Precent = item.Piercing_Precent; AttackElement = item.AttackElement; AtkState = item.AtkState; RemoveState = item.RemoveState; RemoveAllState = item.RemoveAllState; MissileFlight = item.MissileFlight; AreaRange = item.AreaRange; AreaAttack = item.AreaAttack; IgnoreObstacle = item.IgnoreObstacle; Name = item.Name; Icon = item.Icon; Category = item.Category; Description = item.Description; Value = item.Value; Stack = item.Stack; }
void PartDamage(IThrow item, Battle_Stats s_throw) { var obj = Instantiate(PartsInfo.Panel, this.transform, true); var Damage = Instantiate(PartsInfo.PanelList, obj.transform, true); Damage.GetComponent <InfoList>().Text[0].text = "" + s_throw.dmg + " - " + (s_throw.dmg + s_throw.dmg_dice); Damage.GetComponent <InfoList>().Text[0].text += " " + item.AttackElement; var Crit = Instantiate(PartsInfo.PanelList, obj.transform, true); Crit.GetComponent <InfoList>().Text[0].text = "x" + s_throw.crit_multiply; if (item.Piercing > 0) { var Piercing = Instantiate(PartsInfo.PanelList, obj.transform, true); Piercing.GetComponent <InfoList>().Text[0].text = "" + item.Piercing; } if (item.Piercing_Precent > 0) { var Piercing = Instantiate(PartsInfo.PanelList, obj.transform, true); Piercing.GetComponent <InfoList>().Text[0].text = "" + item.Piercing + "%"; } }
public Precent_Stats() { Base = new Base_Stats(); Battle = new Battle_Stats(); Other = new Other_Stats(); }
public UpgradeStage() { Components = new List <IComponent>(); AddStats = new Battle_Stats(); }