Exemple #1
0
    public string GetDesc(Weapon w)
    {
        WeaponDamage wd = w.attackInfo.Effect as WeaponDamage;

        string s = "Base Damage: " + wd.BaseDamage;

        if (wd.StrScale > 0)
        {
            s += "\n +" + Mathf.RoundToInt(wd.StrScale * 100) + "% STR";
        }
        if (wd.DexScale > 0)
        {
            s += "\n +" + Mathf.RoundToInt(wd.DexScale * 100) + "% DEX";
        }
        if (wd.IntScale > 0)
        {
            s += "\n +" + Mathf.RoundToInt(wd.IntScale * 100) + "% INT";
        }
        s += "\nTotal damage: " + wd.GetDamage(client.Owner.ModifiedStats);
        if (wd.DefenceMulitiplier == 1f && wd.ResistanceMultiplier == 0f)
        {
            s += "\n vs Defence.";
        }
        else if (wd.DefenceMulitiplier == 0f && wd.ResistanceMultiplier == 1f)
        {
            s += "\n vs Resistance.";
        }
        else if (wd.DefenceMulitiplier > 0f && wd.ResistanceMultiplier == 0f)
        {
            s += "\n vs " + GUIUtility.FloatToPercent(wd.DefenceMulitiplier) + " Defence.";
        }
        else if (wd.DefenceMulitiplier == 0f && wd.ResistanceMultiplier > 0f)
        {
            s += "\n vs " + GUIUtility.FloatToPercent(wd.ResistanceMultiplier) + " Resistance.";
        }
        else
        {
            s += "\n vs " + GUIUtility.FloatToPercent(wd.DefenceMulitiplier) + " Defence & " + GUIUtility.FloatToPercent(wd.ResistanceMultiplier) + " Resistance.";
        }


        s += "\n" + GUIUtility.StatsToString(w.buff);
        return(s);
    }
Exemple #2
0
    public string GetDesc(Armor a)
    {
        int    maxload = client.Owner.ModifiedStats.CarryingCapacity;
        string s       = "Weight: " + a.weight + "/" + maxload;

        if (a.weight > maxload * 2)
        {
            s += "(Too heavy)";
        }
        else if (a.weight > maxload)
        {
            s += " (-1 speed, -" + GUIUtility.FloatToPercent((a.weight - maxload) * 0.05f) + " Dodge)";                                  // (equippedArmor.weight - owner.ModifiedStats.CarryingCapacity) * 0.05f
        }
        else if (a.weight < maxload)
        {
            s += " (+" + GUIUtility.FloatToPercent((1f - (a.weight / maxload)) * 0.1f) + " Dodge)";                                  //( 1f - (equippedArmor.weight / owner.ModifiedStats.CarryingCapacity) ) * 0.01f;
        }
        s += "\n";
        s += GUIUtility.StatsToString(a.buff);
        return(s);
    }