Esempio n. 1
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        public void CreateRandomCharacter()
        {
            CharInventory = new Inventory();
            Features      = new FeatureList();
            Spells        = new SpellBook();
            CharWallet    = new Wallet();
            Proficiencies = new List <string>();

            if (CharStats == null)
            {
                CharStats = new Stats();
            }
            if (CharInfo == null)
            {
                CharInfo = new CharacterInfo();
            }
            if (CharSkills == null)
            {
                CharSkills = new Skills();
            }
            if (SavingThrows == null)
            {
                SavingThrows = new SaveThrows();
            }

            CharStats.RollRandomStats();
            CharInfo.GenerateRandomCharacterInfo(this);
            CharStats.CalculateModifiers();
        }
Esempio n. 2
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    private void LoadPlayerStats(CharStats charStats)
    {
        string playerName = "Player_" + charStats.charName;

        if (PlayerPrefs.GetInt($"{playerName}_active") == 0)
        {
            charStats.gameObject.SetActive(false);
        }
        else
        {
            charStats.gameObject.SetActive(true);
        }

        charStats.playerLevel    = PlayerPrefs.GetInt($"{playerName}_Level");
        charStats.currentExp     = PlayerPrefs.GetInt($"{playerName}_CurrentExp");
        charStats.currentHp      = PlayerPrefs.GetInt($"{playerName}_CurrentHp");
        charStats.currentMp      = PlayerPrefs.GetInt($"{playerName}_CurrentMp");
        charStats.maxLevel       = PlayerPrefs.GetInt($"{playerName}_MaxLevel");
        charStats.maxHp          = PlayerPrefs.GetInt($"{playerName}_MaxHp");
        charStats.maxMp          = PlayerPrefs.GetInt($"{playerName}_MaxMp");
        charStats.strength       = PlayerPrefs.GetInt($"{playerName}_Strength");
        charStats.defense        = PlayerPrefs.GetInt($"{playerName}_Defense");
        charStats.equippedArmor  = PlayerPrefs.GetString($"{playerName}_EquippedArmor");
        charStats.equippedWeapon = PlayerPrefs.GetString($"{playerName}_EquippedWeapon");
    }
Esempio n. 3
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    public bool Roll(CharacterStats roll, CharStats targetStats)
    {
        int d20  = (int)Random.RandomRange(1f, 21f);
        int tD20 = (int)Random.RandomRange(1f, 21f);

        switch (roll)
        {
        case CharacterStats.Dexterity:
            return((d20 + dexterity) >= (tD20 + targetStats.dexterity));

        case CharacterStats.Strength:
            return((d20 + strength) >= (tD20 + targetStats.strength));

        case CharacterStats.Wits:
            return((d20 + wits) >= (tD20 + targetStats.wits));

        case CharacterStats.Charisma:
            return((d20 + charisma) >= (tD20 + targetStats.charisma));

        case CharacterStats.Speed:
            return((d20 + speed) >= (tD20 + targetStats.speed));

        default:
            return(d20 >= tD20);
        }
    }
Esempio n. 4
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    private bool AttackByRaycast()
    {
        Transform candidateTarget = GetInfront();

        if (candidateTarget != null)
        {
            if (candidateTarget.gameObject.tag == "Enemy")
            {
                target = candidateTarget;
                float distance = Vector3.Distance(target.position, rb.transform.position);
                if (distance <= lookRadius)
                {
                    CharStats targetStats = target.GetComponent <CharStats>();
                    if (targetStats != null)
                    {
                        combat.Attack(targetStats);
                    }
                    return(true);
                }
                return(false);
            }
        }


        return(false);
    }
Esempio n. 5
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    private void SavePlayerStats(CharStats charStats)
    {
        string playerName = "Player_" + charStats.charName;

        if (charStats.gameObject.activeInHierarchy)
        {
            PlayerPrefs.SetInt($"{playerName}_active", 1);
        }
        else
        {
            PlayerPrefs.SetInt($"{playerName}_active", 0);
        }
        PlayerPrefs.SetInt($"{playerName}_Level", charStats.playerLevel);
        PlayerPrefs.SetInt($"{playerName}_CurrentExp", charStats.currentExp);
        PlayerPrefs.SetInt($"{playerName}_CurrentHp", charStats.currentHp);
        PlayerPrefs.SetInt($"{playerName}_CurrentMp", charStats.currentMp);
        PlayerPrefs.SetInt($"{playerName}_MaxLevel", charStats.maxLevel);
        PlayerPrefs.SetInt($"{playerName}_MaxHp", charStats.maxHp);
        PlayerPrefs.SetInt($"{playerName}_MaxMp", charStats.maxMp);
        PlayerPrefs.SetInt($"{playerName}_Strength", charStats.strength);
        PlayerPrefs.SetInt($"{playerName}_Defense", charStats.defense);
        PlayerPrefs.SetInt($"{playerName}_WeaponPower", charStats.weaponPower);
        PlayerPrefs.SetInt($"{playerName}_ArmorPower", charStats.armorPower);
        PlayerPrefs.SetString($"{playerName}_EquippedWeapon", charStats.equippedWeapon);
        PlayerPrefs.SetString($"{playerName}_EquippedArmor", charStats.equippedArmor);
    }
Esempio n. 6
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 public Character(CharAttacks attacks, CharBio bio, CharInv inv, CharStats stats)
 {
     this.attacks = attacks;
     this.bio = bio;
     this.inv = inv;
     this.stats = stats;
 }
        public override string Use(BasicChar user)
        {
            CharStats fert = user.PregnancySystem.Fertility;

            fert.BaseValue -= 1;
            return($" {fert.Value}");
        }
Esempio n. 8
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    // Update is called once per frame
    void Start()
    {
        RandomizeRace();

        continueTimer = false;
        type          = this.gameObject.GetComponent <CharStats>();
        if (type.LiarChance() == false)
        {
            itemLookingFor = GameObject.FindGameObjectWithTag("Weapons");
            //create a type of person based on the weapon.)
        }
        drinkGiven = false;

        centerTrigger = GameObject.Find("CenterTrigger").gameObject;
        exitTrigger   = GameObject.Find("ExitTrigger").gameObject;

        lostAndFoundAnswer = false;

        /*
         * If player wants lost and found item behind counter, show text bubble asking for it.
         * Wait for answer
         */

        speech = GetComponent <SpeechBubble>();

        poisioned = false;
    }
Esempio n. 9
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        public override string Use(BasicChar user)
        {
            CharStats fert = user.PregnancySystem.Fertility;

            fert.AddTempMod(contraMod);
            return($" {fert.Value}");
        }
Esempio n. 10
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        //public virtual hostUser Logon { get; set; }

        public virtual void RefreshCharacterStats(ISession sess)
        {
            bool bContains;
            //create default stats

            IList <sysBaseStatistic> allstats = sess.CreateCriteria(typeof(sysBaseStatistic))
                                                .List <sysBaseStatistic>();

            foreach (sysBaseStatistic s in allstats)
            {
                bContains = false;
                foreach (hostCharStat c in this.CharStats)
                {
                    if (c.stat == s)
                    {
                        bContains = true;
                        break;
                    }
                }
                if (!bContains)
                {
                    hostCharStat sv = new hostCharStat(s, this, s.defvalue);
                    CharStats.Add(sv);
                }
                else
                {
                    Debug.Print("Character:" + this.LongName + " has a stat for:" + s.LongName);
                }
            }
        }
Esempio n. 11
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    public void OnUserSelected(int pos)
    {
        CharStats selectedUser = GameManager.Instance.GetCharacterAt(pos);

        ItemManager.Instance.UseItem(display.CurrentPossessor, display.SelectedPos, selectedUser);
        display.DisplayAll();

        // Decrease number of remaining items
        numOfRemaining--;

        // If there aren't any remaining items
        if (numOfRemaining == 0)
        {
            Cancel();
            gameObject.SetActive(false);
            return;
        }

        // Else
        UpdateRemaining();

        if (isHPMP)
        {
            HPMP temp = GetHPMP(changingAttr, selectedUser);
            userButtons[pos].DisplayStat(temp.current, temp.max);
        }
        else
        {
            userButtons[pos].DisplayStat(GetStat(changingAttr, selectedUser));
        }
    }
    private void OnPlayerCreation(object sender, EventPlayerCreationArgs e)
    {
        tmpAddedPoint = new CharStats(0);
        target        = e.player.GetComponent <StatsManager>();
        targetArmor   = e.player.GetComponent <ArmorManager>();

        target.OnLevelUp += OnStatsChanged;

        if (strengthLabel != null)
        {
            strengthLabel.Initialize(OnButtonPressed, target.UnspentPoints != 0);
        }
        if (defenseLabel != null)
        {
            defenseLabel.Initialize(OnButtonPressed, target.UnspentPoints != 0);
        }
        if (staminaLabel != null)
        {
            staminaLabel.Initialize(OnButtonPressed, target.UnspentPoints != 0);
        }
        if (energyLabel != null)
        {
            energyLabel.Initialize(OnButtonPressed, target.UnspentPoints != 0);
        }

        tmpAddedPoint.OnStatsChange += OnStatsChanged;
        target.Stats.OnStatsChange  += OnStatsChanged;
        OnStatsChanged(this, new EventArgs());
    }
Esempio n. 13
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    // Update is called once per frame
    void Update()
    {
        float distance = Vector3.Distance(target.position, transform.position);

        if (distance <= lookRadius)
        {
            //   Debug.Log("Player in Range");
            agent.SetDestination(target.position);
        }

        if (distance <= agent.stoppingDistance)
        {
            CharStats targetStats = target.GetComponent <CharStats>();

            FaceTarget();
            if (targetStats != null)
            {
                animate.SetBool("IsAttacking", true);
                combat.Attack(targetStats);
            }
            else
            {
                animate.SetBool("IsAttacking", false);
            }
        }
        else
        {
            animate.SetBool("IsAttacking", false);
        }
    }
Esempio n. 14
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    private void SpawnPlayers()
    {
        for (int i = 0; i < playerPositions.Length; i++)
        {
            // Only put them in if they are active.
            if (GameManager.instance.playerStats[i].gameObject.activeInHierarchy)
            {
                for (int j = 0; j < playerPrefabs.Length; j++)
                {
                    if (playerPrefabs[j].charName == GameManager.instance.playerStats[i].charName)
                    {
                        BattleChar newPlayer = Instantiate(
                            playerPrefabs[j],
                            playerPositions[i].position,
                            playerPositions[i].rotation);

                        // Creates reference to the position of the instantiated player.
                        newPlayer.transform.parent = playerPositions[i];
                        activeBattlers.Add(newPlayer);

                        // Set all the stats on the prefabs
                        CharStats thePlayer = GameManager.instance.playerStats[i];
                        activeBattlers[i].currentHP   = thePlayer.currentHP;
                        activeBattlers[i].maxHP       = thePlayer.maxHP;
                        activeBattlers[i].currentMP   = thePlayer.currentMP;
                        activeBattlers[i].maxMP       = thePlayer.maxMP;
                        activeBattlers[i].strength    = thePlayer.strength;
                        activeBattlers[i].defence     = thePlayer.defence;
                        activeBattlers[i].weaponPower = thePlayer.weaponPower;
                        activeBattlers[i].armorPower  = thePlayer.armorPower;
                    }
                }
            }
        }
    }
Esempio n. 15
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        public override string Use(BasicChar user)
        {
            CharStats viri = user.PregnancySystem.Virility;

            viri.AddTempMod(contraMod);
            return($" {viri.Value}");
        }
Esempio n. 16
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    public static CharStats GetPossessor(ItemPossessor possessor)
    {
        int converted = GetCharPos(possessor);

        switch (converted)
        {
        case 0:
        case 1:
        case 2:
        case 3:
        case 4:
        case 5:
            CharStats temp = GameManager.Instance.PlayerStats[converted];
            if (temp.gameObject.activeInHierarchy)
            {
                return(temp);
            }
            else
            {
                return(null);
            }

        default:
            return(null);
        }
    }
Esempio n. 17
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    //función que hace que el item se equipe en la letra K o L
    public void Use(int btnNum)
    {
        CharStats playerStat = GameManager.instance.playerStats;
        string    itemProv;

        //boton K
        if (btnNum == 0)
        {
            if (playerStat.itemL == itemName)
            {
                itemProv         = playerStat.itemL;
                playerStat.itemL = playerStat.itemK;
                playerStat.itemK = itemProv;
            }
            else
            {
                playerStat.itemK = itemName;
            }
        }
        //boton L
        if (btnNum == 1)
        {
            if (playerStat.itemK == itemName)
            {
                itemProv         = playerStat.itemK;
                playerStat.itemK = playerStat.itemL;
                playerStat.itemL = itemProv;
            }
            else
            {
                playerStat.itemL = itemName;
            }
        }
    }
Esempio n. 18
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 public void TryScalePStats(CharStats stats)
 {
     if (this.Data.Stat.Equals(EPrimaryStat.Agility))
     {
         stats.ScaleStat(EPrimaryStat.Agility, this);
     }
     else if (this.Data.Stat.Equals(EPrimaryStat.Constitution))
     {
         stats.ScaleStat(EPrimaryStat.Constitution, this);
     }
     else if (this.Data.Stat.Equals(EPrimaryStat.Intelligence))
     {
         stats.ScaleStat(EPrimaryStat.Intelligence, this);
     }
     else if (this.Data.Stat.Equals(EPrimaryStat.Might))
     {
         stats.ScaleStat(EPrimaryStat.Might, this);
     }
     else if (this.Data.Stat.Equals(EPrimaryStat.Perception))
     {
         stats.ScaleStat(EPrimaryStat.Perception, this);
     }
     else if (this.Data.Stat.Equals(EPrimaryStat.Resolve))
     {
         stats.ScaleStat(EPrimaryStat.Resolve, this);
     }
 }
Esempio n. 19
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        public override string Use(BasicChar user)
        {
            CharStats viri = user.PregnancySystem.Virility;

            viri.BaseValue -= 1;
            return($" {viri.Value}");
        }
Esempio n. 20
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    public void BattleStart(string[] enemiesToSpawn, bool setCannotFlee)
    {
        if (!battleActive)
        {
            cannotFlee   = setCannotFlee;
            battleActive = true;

            GameManager.instance.battleActive = true;
            transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, transform.position.z);
            battleScene.SetActive(true);

            AudioManager.instance.PlayBGM(0);

            for (int i = 0; i < playerPositions.Length; i++)
            {
                if (GameManager.instance.playerStats[i].gameObject.activeInHierarchy)
                {
                    for (int j = 0; j < playerPrefabs.Length; j++)
                    {
                        if (playerPrefabs[j].charName == GameManager.instance.playerStats[i].charName)
                        {
                            BattleChar newPlayer = Instantiate(playerPrefabs[j], playerPositions[i].position, playerPositions[i].rotation);
                            newPlayer.transform.parent = playerPositions[i];
                            activeBattlers.Add(newPlayer);

                            CharStats thePlayer = GameManager.instance.playerStats[i];
                            activeBattlers[i].currentHP = thePlayer.currentHP;
                            activeBattlers[i].maxHP     = thePlayer.maxHP;
                            activeBattlers[i].currentMP = thePlayer.currentMP;
                            activeBattlers[i].maxMP     = thePlayer.maxMP;
                            activeBattlers[i].strength  = thePlayer.strenght;
                            activeBattlers[i].defence   = thePlayer.defence;
                            activeBattlers[i].wpnPower  = thePlayer.wpnPwr;
                            activeBattlers[i].armrPower = thePlayer.armrPwr;
                        }
                    }
                }
            }

            for (int i = 0; i < enemiesToSpawn.Length; i++)
            {
                if (enemiesToSpawn[i] != "")
                {
                    for (int j = 0; j < enemyPrefabs.Length; j++)
                    {
                        if (enemyPrefabs[j].charName == enemiesToSpawn[i])
                        {
                            BattleChar newEnemy = Instantiate(enemyPrefabs[j], enemyPositions[i].position, enemyPositions[i].rotation);
                            newEnemy.transform.parent = enemyPositions[i];
                            activeBattlers.Add(newEnemy);
                        }
                    }
                }
            }

            turnWaiting = true;
            curretTurn  = Random.Range(0, activeBattlers.Count);
            UpdateUIStats();
        }
    }
Esempio n. 21
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    public static string GetPossessorName(ItemPossessor possessor)
    {
        int converted = GetCharPos(possessor);

        switch (converted)
        {
        case BAG:
            return(bagPossessor);

        case 0:
        case 1:
        case 2:
        case 3:
        case 4:
        case 5:
            CharStats temp = GameManager.Instance.PlayerStats[converted];
            if (temp.gameObject.activeInHierarchy)
            {
                return(temp.CharacterName);
            }
            else
            {
                return("");
            }

        default:
            return("");
        }
    }
Esempio n. 22
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    public override object Read(ES2Reader reader)
    {
        CharStats data = GetOrCreate <CharStats>();

        Read(reader, data);
        return(data);
    }
Esempio n. 23
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    public void Use(int characterToUseOn)
    {
        CharStats selectedCharacter = GameManager.Instance().playerStats[characterToUseOn];

        if (isItem)
        {
            if (affectsHp)
            {
                selectedCharacter.currentHp += amountToChange;
                if (selectedCharacter.currentHp > selectedCharacter.maxHp)
                {
                    selectedCharacter.currentHp = selectedCharacter.maxHp;
                }
            }

            if (affectsMp)
            {
                selectedCharacter.currentMp += amountToChange;
                if (selectedCharacter.currentMp > selectedCharacter.maxMp)
                {
                    selectedCharacter.currentMp = selectedCharacter.maxMp;
                }
            }

            if (affectsStrength)
            {
                selectedCharacter.strength += amountToChange;
            }

            if (affectsDefense)
            {
                selectedCharacter.defense += amountToChange;
            }
        }

        if (isWeapon)
        {
            if (selectedCharacter.equippedWeaponName != "")
            {
                GameManager.Instance().AddItem(selectedCharacter.equippedWeaponName);
            }

            selectedCharacter.equippedWeaponName = itemName;
            selectedCharacter.weaponPower        = weaponPower;
        }

        if (isArmor)
        {
            if (selectedCharacter.equippedArmor != "")
            {
                GameManager.Instance().AddItem(selectedCharacter.equippedArmor);
            }

            selectedCharacter.equippedArmor = itemName;
            selectedCharacter.armorPower    = armorPower;
        }

        GameManager.Instance().RemoveItem(itemName);
    }
Esempio n. 24
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 public Buff(bool percent, int duration, AttributeStats attributes, CharStats charStats, CombatStats combatStats)
 {
     this.percent     = percent;
     this.duration    = duration;
     this.attributes  = attributes;
     this.charStats   = charStats;
     this.combatStats = combatStats;
 }
Esempio n. 25
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 public void Attack(CharStats target)
 {
     if (atkCoolDown <= 0)
     {
         target.TakeDamage(statsSelf);
         atkCoolDown = 100f / statsSelf.atkSpeed.GetValue();
     }
 }
Esempio n. 26
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    public void Use(int charToUseOn)
    {
        CharStats selectedChar = GameManager.instance.playerStats[charToUseOn];

        if (isItem)
        {
            if (affectHP)
            {
                selectedChar.currentHP += amountToChange;

                if (selectedChar.currentHP > selectedChar.maxHP)
                {
                    selectedChar.currentHP = selectedChar.maxHP;
                }
            }

            if (affectMP)
            {
                selectedChar.currentMP += amountToChange;

                if (selectedChar.currentMP > selectedChar.maximumMP)
                {
                    selectedChar.currentMP = selectedChar.maximumMP;
                }
            }

            if (affectStr)
            {
                selectedChar.strength += amountToChange;
            }
        }

        if (isWeapon)
        {
            if (selectedChar.equippedWpn != "")
            {
                GameManager.instance.AddItem(selectedChar.equippedWpn);
            }

            selectedChar.equippedWpn = itemName;
            selectedChar.wpnPower    = weaponStrength;
        }

        if (isArmor)
        {
            if (selectedChar.equippedArmor != "")
            {
                GameManager.instance.AddItem(selectedChar.equippedArmor);
            }

            selectedChar.equippedArmor = itemName;
            selectedChar.armorPower    = armorStrength;
        }

        //Debug.Log("item to be passed " + itemName);

        GameManager.instance.RemoveItem(itemName);
    }
Esempio n. 27
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    IEnumerator DoDamage(CharStats stats, float delay)
    {
        yield return(new WaitForSeconds(delay));

        stats.TakeDamage(myStats.damage.GetValue());

        //SFXPlaying.instance.PlaySound (SFXPlaying.instance.Attack);
        AudioManager.instance.PlaySound("EnemySound", transform.position);
    }
Esempio n. 28
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    // get the rewards for winning then move to the next scene
    // increment the week
    // if it's the final week and they pass, display an end scene
    public void GetWinRewards()
    {
        EventController controller = GameObject.Find("EventController").GetComponent <EventController>();
        Wave            wave       = controller.weekData.weeks.Find(x => x.weekNum == controller.weekNum).waves[controller.waveNum];


        foreach (Character player in controller.players)
        {
            player.exp += wave.exp;
            player.LevelUp();
        }

        int money = wave.coins;

        UpdateProgress(money);

        List <CharStats> statsList = new List <CharStats>();

        //Update the player's level
        foreach (Character player in controller.players)
        {
            CharStats stats = new CharStats();
            stats.level = player.level;
            stats.exp   = player.exp;
            stats.id    = player.id;
            statsList.Add(stats);
        }
        ProgressTracker.GetTracker().charStats = statsList;


        if (controller.waveNum != controller.weekData.weeks.Find(x => x.weekNum == controller.weekNum).waves.Count - 1)
        {
            controller.ClearSpawners();
            controller.waveNum++;
            controller.StartWave();
            Object.Destroy(gameObject);
        }
        else
        {
            // see if we need to progress to next week
            var tracker = ProgressTracker.GetTracker();
            if (tracker.CurCombatType == SceneTypeEnum.WEEKLY_COMBAT)
            {
                int curWeek = tracker.WeekNum;
                if (curWeek == ProgressTracker.finalWeekNum)
                {
                    SceneLoader.LoadEndScene();
                    return;
                }
                else
                {
                    tracker.NextWeek();
                }
            }
            SceneLoader.LoadHomeScene();
        }
    }
Esempio n. 29
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        //-------------------------------------------------------------------------
        public void CloneCharStats(CharStats srcStats, CharStats destStats)
        {
            if (srcStats.CruelDiff)
                destStats.CruelDiff = true;
            else if (srcStats.MercilessDiff)
                destStats.MercilessDiff = true;
            else
                destStats.NormalDiff = true;

            if (srcStats.BanditsAllResistReward)
                destStats.BanditsAllResistReward = true;
            else if (srcStats.BanditsLifeReward)
                destStats.BanditsLifeReward = true;
            else if (srcStats.BanditsManaReward)
                destStats.BanditsManaReward = true;
            else
                destStats.NormalBanditsKillAll = true;

            if (srcStats.BanditsASReward)
                destStats.BanditsASReward = true;
            else if (srcStats.BanditsCSReward)
                destStats.BanditsCSReward = true;
            else if (srcStats.BanditsPDReward)
                destStats.BanditsPDReward = true;
            else
                destStats.CruelBanditsKillAll = true;

            if (srcStats.BanditsFCReward)
                destStats.BanditsFCReward = true;
            else if (srcStats.BanditsPCReward)
                destStats.BanditsPCReward = true;
            else if (srcStats.BanditsECReward)
                destStats.BanditsECReward = true;
            else
                destStats.MercilessBanditsKillAll = true;

            destStats.ActiveSkillGem = srcStats.ActiveSkillGem;
            destStats.SupportGems = srcStats.SupportGems;
            destStats.CurrentEndurance = srcStats.CurrentEndurance;
            destStats.CurrentFrenzy = srcStats.CurrentFrenzy;
            destStats.CurrentPower = srcStats.CurrentPower;
            destStats.AngerLvl = srcStats.AngerLvl;
            destStats.HatredLvl = srcStats.HatredLvl;
            destStats.WrathLvl = srcStats.WrathLvl;
            destStats.VitalityLvl = srcStats.VitalityLvl;
            destStats.HasteLvl = srcStats.HasteLvl;
            destStats.DisciplineLvl = srcStats.DisciplineLvl;
            destStats.DeterminationLvl = srcStats.DeterminationLvl;
            destStats.GraceLvl = srcStats.GraceLvl;
            destStats.ClarityLvl = srcStats.ClarityLvl;
            destStats.PurityofElementsLvl = srcStats.PurityofElementsLvl;
            destStats.PurityofFireLvl = srcStats.PurityofFireLvl;
            destStats.PurityofIceLvl = srcStats.PurityofIceLvl;
            destStats.PurityofLightningLvl = srcStats.PurityofLightningLvl;

            UpdateStatComparer();
        }
Esempio n. 30
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 public CharStats(CharStats cs)
 {
     FieldInfo[] fields1 = GetType().GetFields();
     FieldInfo[] fields2 = cs.GetType().GetFields();
     for (int i = 0; i < fields1.Length; i++)
     {
         fields1[i].SetValue(this, (float)fields2[i].GetValue(cs));
     }
 }
Esempio n. 31
0
    public void Use(int character, bool isInBattle)
    {
        CharStats selectedChar = GameManager.instance.playersStats[character];

        if (isInBattle)
        {
            selectedChar.currentHp = BattleManager.instance.activeBattlers[character].currentHp;
            selectedChar.currentMp = BattleManager.instance.activeBattlers[character].currentMp;
        }
        if (isItem)
        {
            if (affectHp)
            {
                selectedChar.currentHp += amountToChange;
                if (selectedChar.currentHp > selectedChar.maxHp)
                {
                    selectedChar.currentHp = selectedChar.maxHp;
                }
            }
            if (affectMp)
            {
                selectedChar.currentMp += amountToChange;
                if (selectedChar.currentMp > selectedChar.maxMp)
                {
                    selectedChar.currentMp = selectedChar.maxMp;
                }
            }
            if (affectStrength)
            {
                selectedChar.strength += amountToChange;
            }
        }
        if (isWeapon)
        {
            if (selectedChar.equippedWeapon != "")
            {
                GameManager.instance.AddItem(selectedChar.equippedWeapon);
            }
            selectedChar.equippedWeapon = itemName;
            selectedChar.weaponPower    = weaponStrength;
        }
        if (isArmor)
        {
            if (selectedChar.equippedArmor != "")
            {
                GameManager.instance.AddItem(selectedChar.equippedArmor);
            }
            selectedChar.equippedArmor = itemName;
            selectedChar.armorPower    = armorStrength;
        }
        GameManager.instance.RemoveItem(itemName);
        if (isInBattle)
        {
            BattleManager.instance.UpdateStats(BattleManager.instance.activeBattlers[character], selectedChar);
            BattleManager.instance.UpdateUIStats();
        }
    }
Esempio n. 32
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    public override void Invoke(CharStats stats)
    {
        stats.CurrentMP += changeAmount;

        if (stats.CurrentMP > stats.MaxMP)
        {
            stats.CurrentMP = stats.MaxMP;
        }
    }
Esempio n. 33
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        //--------------------------Constructor-----------------------------
        public StatsWindow(SkillTree tree, CharItemData itemAttributes)
        {
            InitializeComponent();
            this.Tree = tree;
            ItemAttributes = itemAttributes;
            requiredStats = new CharStats.VIPStats(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
            characterStats = new CharStats(Tree);
            statsComparer = new StatsComparer(Tree);

            changeStatsGroupBox.DataContext = statsComparer;
            UpdateStatComparer();

            InitListViews();
            intitializationFinished = true;
            buildRecords = new Dictionary<HashSet<ushort>, CharStats.VIPStats>();
        }
Esempio n. 34
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File: Enemy.cs Progetto: MPLLC/GitS
 public Enemy(CharAttacks attacks, CharBio bio, CharInv inv, CharStats stats)
     : base(attacks, bio, inv, stats)
 {
 }
Esempio n. 35
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 public PlayerCharacter(CharAttacks attacks, CharBio bio, CharInv inv, CharStats stats, Equipment equipment)
     : base(attacks, bio, inv, stats)
 {
     this.equipment = equipment;
 }