public void LowerLevel(level_stats stat) { switch (stat) { case level_stats.health: player.LevelDown(LUS.stats[0]); break; case level_stats.magic: player.LevelDown(LUS.stats[1]); break; case level_stats.capability: player.LevelDown(LUS.stats[2]); break; } player.souls += player.levelUP_startCost + (player.levelUP_levelAdditionCost * player.level); GetNextLevelUP(); SetSouls(); SetStatLevelUI(); SetStatPage(); }
public void RaiseLevel(level_stats stat) { switch (stat) { case level_stats.health: player.LevelUp(LUS.stats[0]); break; case level_stats.magic: player.LevelUp(LUS.stats[1]); break; case level_stats.capability: player.LevelUp(LUS.stats[2]); break; } player.souls -= nextLevelUpCost; GetNextLevelUP(); SetSouls(); SetStatLevelUI(); SetStatPage(); }