public void RemoveStatPoint(int statIndex) { //Set this function to a buttons onclick to remove a point in a stat switch (statIndex) { case 0: _party.PartyMembers[_party.CurrentMember].Strength--; break; case 1: _party.PartyMembers[_party.CurrentMember].Accuracy--; break; case 2: _party.PartyMembers[_party.CurrentMember].Vitality--; break; case 3: _party.PartyMembers[_party.CurrentMember].Stamina--; break; case 4: _party.PartyMembers[_party.CurrentMember].Speed--; break; } _party.PartyMembers[_party.CurrentMember].StatPoints++; //Returns a stat point to use _party.PartyMembers[_party.CurrentMember].UsedStatPoints--; //Reduces the used stat points used by 1 (used if player resets his decision) _party.PartyMembers[_party.CurrentMember].TotalUsedStatPoints--; //Reduces total used stat points used by 1 (used if player wants to re-spec from the start) onCheckManipulatedStats(_party.PartyMembers[_party.CurrentMember]); ProgressionPanelStats.onStatChange(statIndex, false); ProgressionPanelStats.onShowStats(_party.PartyMembers[_party.CurrentMember]); //Updates stats on screen }
public void ResetToBaseStats() { //Resets the stats to what they were before allocating points _party.PartyMembers[_party.CurrentMember].Strength = _baseStatPoints[0]; _party.PartyMembers[_party.CurrentMember].Accuracy = _baseStatPoints[1]; _party.PartyMembers[_party.CurrentMember].Vitality = _baseStatPoints[2]; _party.PartyMembers[_party.CurrentMember].Stamina = _baseStatPoints[3]; _party.PartyMembers[_party.CurrentMember].Speed = _baseStatPoints[4]; _party.PartyMembers[_party.CurrentMember].StatPoints += _party.PartyMembers[_party.CurrentMember].UsedStatPoints; //Returns the players used points _party.PartyMembers[_party.CurrentMember].UsedStatPoints = 0; // Resets used points to 0 onCheckManipulatedStats(_party.PartyMembers[_party.CurrentMember]); ProgressionPanelStats.onShowStats(_party.PartyMembers[_party.CurrentMember]); }
public void SelectPreviousPartyMember() { if (_currentMember > 0) { _currentMember--; } else { _currentMember = _partyMembers.Count - 1; } ProgressionPanelStats.onShowStats(_partyMembers[_currentMember]); StatPointAllocation.onCheckBaseStats(_partyMembers[_currentMember]); StatPointAllocation.onCheckManipulatedStats(_partyMembers[_currentMember]); }
public void SelectNextPartyMember() { if (_currentMember < _partyMembers.Count - 1) { _currentMember++; } else { _currentMember = 0; } ProgressionPanelStats.onShowStats(_partyMembers[_currentMember]); StatPointAllocation.onCheckBaseStats(_partyMembers[_currentMember]); StatPointAllocation.onCheckManipulatedStats(_partyMembers[_currentMember]); }