public Armor(int iconID, int price, float weight, int durability, ArmorType armorType, Player.Stats changeStats) : base(iconID, null, price, weight, false) { this.durability = durability; this.armorType = armorType; this.changeStats = changeStats; }
public void ChangeStat(ref Player.Stats stats, int count) { int jumpAmount = 1; stats.jumpAmount += jumpAmount; //Die(); }
public void ChangeStat(ref Player.Stats stats, int count) { float percentIncrease = 2; for (int i = 0; i < stats.attack.Length; i++) { stats.attack[i] *= percentIncrease; } }
public void ChangeStat(ref Player.Stats stats, int count) { int capIncrease = 45; float smoothness = 0.1f; int baseSpeed = 15; float calculation = capIncrease - (capIncrease / (smoothness * count + 1)); stats.speed = calculation + baseSpeed; }
public void ChangeStat(ref Player.Stats stats, int count) { int capIncrease = 22; float smoothness = 0.1f; int baseJumpHeight = 5; float calculation = capIncrease - (capIncrease / (smoothness * count + 1)) + baseJumpHeight; stats.jumpHeight = calculation; }
public void ChangeStat(ref Player.Stats stats, int count) { if (count == 1) { stats.health.Armor = 6; return; } float armorIncrease = 1.6f; stats.health.Armor *= armorIncrease; }
public void ChangeStat(ref Player.Stats stats, int count) { int capIncrease = 500; float smoothness = 0.03f; int baseSpeed = 20; int baseSize = 5; float speedCalculation = capIncrease - (capIncrease / (smoothness * count + 1)) + baseSpeed; float sizeCalculation = capIncrease / 20 - (capIncrease / 20 / (smoothness * count + 1)) + baseSize; stats.flamethrowerSpeed = speedCalculation; stats.flamethrowerSize = sizeCalculation; }
public void Initialize(Vector2 northPole) { Vector2 empty = new Vector2(); foreach (KeyValuePair <Player.Stats, Color> kvPair in STAT_BAR_COLORS) { Player.Stats stat = kvPair.Key; statBars[stat] = new GUIVerticalBar(empty, BAR_LENGTH, kvPair.Value, () => player[stat], () => player[stat] < STAT_LEVEL_MAX_SHOW[stat]); AddChild(statBars[stat]); Sprite sprite = STAT_BAR_SPRITES[stat](); sprite.Scale = ICON_SCALE; sprite.Position = ICON_OFFSET; statBars[stat].AddChild(sprite); } foreach (KeyValuePair <Gas, Color> kvPair in GAS_BAR_COLORS) { Gas g = kvPair.Key; gasBars[g] = new GUIHorizontalBar(empty, ATM_BAR_LENGTH, kvPair.Value, () => atm.GetGasProgress(g), () => atm.GetGasProgress(g) > 0 && atm.GetGasProgress(g) < 1); AddChild(gasBars[g]); } // debugSheet = new GUIBox(empty, COMPASS_SIZE); // AddChild(debugSheet); compass = new GUICompass(empty, COMPASS_SIZE, northPole, () => new Vector2(player.Translation.x, player.Translation.z) / Block.SIZE, viewDirSupplier, () => (player.Translation / Block.SIZE - northMonopole).LengthSquared() >= MIN_RADIUS_FOR_COMPASS * MIN_RADIUS_FOR_COMPASS); AddChild(compass); // hacky, works for now, TODO: fix inHandLabel = new GUILabel(() => { bool showLabel = !BackgroundMode && player.ItemInHand != null; if (showLabel) { inHandLabel.Text = "Currently in hand: " + player.ItemInHand.Item.Name + ", Quantity : " + player.ItemInHand.Count; } return(showLabel); }); AddChild(inHandLabel); Texture tex = Game.guiResourceLoader.GetResource(CROSSHAIR_TEX) as Texture; crosshair = new GUIObject(empty, tex.GetSize(), tex, () => !BackgroundMode); AddChild(crosshair); Visible = true; }
public void ChangeStat(ref Player.Stats stats, int count) { float calculation = 1 - (1 / (0.15f * count + 1)) + 1; stats.health.PercentImmune = calculation; }
public ItemConsumable(ItemID id, String name, Texture tex, Player.Stats stat, float replenishValue) : base(id, name, tex, Item.ItemType.CONSUMABLE) { StatValueChange = replenishValue; StatToReplenish = stat; }
public Weapon(int iconID, int price, float weight, int durability, ArmorType armorType, Player.Stats changeStats) : base(iconID, price, weight, durability, armorType, changeStats) { }
public void ChangeStat(ref Player.Stats stats, int count) { float percentIncrease = 1.6f; stats.attackSpeed *= percentIncrease; }
public void ChangeStat(ref Player.Stats stats, int count) { float percentIncrease = 2; stats.mana.RegenAmount *= percentIncrease; }
public Sword(int iconID, int price, float weight, int durability, ArmorType armorType, float range, SoundEffect attackSound, SoundEffect swingSound, Player.Stats changeStats) : base(iconID, price, weight, durability, armorType, changeStats) { this.range = range; this.attackSound = attackSound; this.swingSound = swingSound; }
public Bow(int iconID, int price, float weight, int durability, ArmorType armorType, Projectile.ProjectileData projectileData, Player.Stats changeStats) : base(iconID, price, weight, durability, armorType, changeStats) { this.projectileData = projectileData; }
public void ChangeStat(ref Player.Stats stats, int count) { float percentIncrease = 2; stats.health.MaxStat *= percentIncrease; }