//Adiciona os pontos de experiência conquistado pelo jogador
        public bool GiveExp(long value)
        {
            table = DynamicTable.Create(PartyXP);
            bool up = false;

            xp += value;
            //Debug.Log("Deu xp");

            //testa se os persoangens subiram de nivel
            //Debug.Log(xp + ">=" + xpNext + "?");
            while (xp >= xpNext && level < Table.Rows.Count - 1)
            {
                //Debug.Log("claro que upo");
                // TO DO: Revisão de tabelas (level tem que ser user friendly)
                xp -= xpNext;
                level++;
                xpNext = Table.Rows[level - 1].Field <long>("XPNextLevel");
                //Debug.Log("agora xp pro proximo level eh: " + xpNext);

                up = true;
            }


            if (up)
            {
                LevelUp();
            }

            return(up);
        }
Exemple #2
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 void Awake()
 {
     table = DynamicTable.Create(heroTable);
     for (int i = 0; i < elementalResistance.Length; i++)
     {
         elementalResistance[i] = 1.0f;
     }
 }
 void Awake()
 {
     table  = null;
     table  = DynamicTable.Create(skillTable);
     level  = 0;
     xp     = 0;
     xpNext = 0;
 }
Exemple #4
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 void Awake()
 {
     if (Table != null)
     {
         table = DynamicTable.Create(skillTable);
         Level = -1;
     }
     active = true;
 }
        public void Awake()
        {
            //Debug.Log("sera que tem awake?");
            if (!instance)
            {
                instance = this;
            }

            //Debug.Log("parece que tem!");

            table  = DynamicTable.Create(PartyXP);
            level  = 0;
            xp     = 0;
            xpNext = 0;
            //Debug.Log("Iniciou");
        }
Exemple #6
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        }                                           // Quanta exp o inimigo dá pra party ao final da batalha

        void Awake()
        {
            if (Table != null && Table.Rows.Count > 0)
            {
                table = DynamicTable.Create(enemyTable);

                name         = Table.Rows[0].Field <string>("Rank");
                level        = Table.Rows[0].Field <int>("Level");
                hpMax        = Table.Rows[0].Field <int>("HP");
                baseDmg      = Table.Rows[0].Field <int>("Damage");
                baseDef      = Table.Rows[0].Field <int>("Defense");
                baseMagicDef = Table.Rows[0].Field <int>("Resistance");
                baseSpeed    = Table.Rows[0].Field <int>("Speed");
                BaseExp      = Table.Rows[0].Field <int>("XP");
                for (int i = 0; i < elementalResistance.Length; i++)
                {
                    elementalResistance[i] = Table.Rows[0].Field <float>(System.Enum.GetNames(typeof(Element))[i] + "Resistance");
                }
                color       = Table.Rows[0].Field <Color>("Color");
                curTableRow = 0;
            }
        }
 // Start is called before the first frame update
 void Start()
 {
     table        = DynamicTable.Create(encounterTable);
     playerObj    = CharacterOW.MainOWCharacter.transform;
     lastPosition = new Vector2(playerObj.position.x, playerObj.position.y);
 }