//Инициализация статов в зависимости от атрибутов private protected override void StatInitialization() { //Разделить отдельно для ловкости, силы и мастерства! maxHealthPoint = new Stat(BaseMaxHealthPoint + (strength.GetValue() * hpForStrenght)); movementSpeed = new Stat(BaseMovementSpeed + (strength.GetValue() * movementSpeedForStrenght) + (agility.GetValue() * movementSpeedForAgility), minMovementSpeed, maxMovementSpeed); rotationSpeed = new Stat(BaseRotationSpeed + (strength.GetValue() * rotationSpeedForStrenght) + (agility.GetValue() * rotationSpeedForAgility), minRotationSpeed); attackDamage = new Stat(BaseAttackDamage + (strength.GetValue() * attackDamageForStrenght) + (agility.GetValue() * attackDamageForAgility)); attackSpeed = new Stat(BaseAttackSpeed + (strength.GetValue() * attackSpeedForStrenght) + (agility.GetValue() * attackSpeedForAgility), minAttackSpeed, maxAttackSpeed); criticalMultiplier = new Stat(BaseCriticalMultiplier + (mastery.GetValue() * criticalMultiplierForMastery), minCriticalMultiplier); criticalChance = new PercentStat(BaseCriticalChance + (mastery.GetValue() * criticalChanceForMastery)); armor = new Stat(BaseArmor + (agility.GetValue() * armorForAgility)); evasionChance = new PercentStat(agility.GetValue() * evasionForAgility); poisonResistance = new PercentStat(basePoisonResistanceValue); bleedingResistance = new PercentStat(baseBleedingResistanceValue); fireResistance = new PercentStat(baseFireResistanceValue); iceResistance = new PercentStat(baseIceResistanceValue); chanceToGetAnExtraSkillPoint = new PercentStat(BaseChanceToGetAnExtraSkillPoint); UpdateCharacterSize(); }
private protected virtual void StatInitialization() { maxHealthPoint = new Stat(BaseMaxHealthPoint); armor = new Stat(BaseArmor); poisonResistance = new PercentStat(basePoisonResistanceValue); bleedingResistance = new PercentStat(baseBleedingResistanceValue); fireResistance = new PercentStat(baseFireResistanceValue); iceResistance = new PercentStat(baseIceResistanceValue); }