Esempio n. 1
0
    public void UpdateStats()
    {
        currentStats.UpdateStats();

        currentStats.Battle.range        = Stats.Battle.range;
        currentStats.Battle.dmg_dice     = Stats.Battle.dmg_dice;
        currentStats.Equipment.itemsSlot = Stats.Equipment.itemsSlot;
        currentStats.Equipment.bagSlot   = Stats.Equipment.bagSlot;
        Equipment.ItemSlots.Capacity(currentStats.Equipment.itemsSlot + 1);
        Equipment.Backpack.Capacity((currentStats.Equipment.bagSlot + 1) * 3);
        currentStats = CharacterFunctions.CalculateBase(currentStats, Stats.Base);
        currentStats = CharacterFunctions.CalculateAbility(currentStats, Stats.Ability);
        currentStats = CharacterFunctions.CalculateResistance(currentStats, Stats.Resistance);
        currentStats = CharacterFunctions.CalculateOther(currentStats, Stats.Other);
        currentStats = CharacterFunctions.CalculateBattle(currentStats, Stats.Battle);
        currentStats = CharacterFunctions.CalculateEquipment(currentStats, Equipment);
        currentStats = CharacterFunctions.CalculateTraits(currentStats, Traits);
        currentStats = CharacterFunctions.CalculateStates(currentStats, Effects);
        currentStats = CharacterFunctions.CalculateBaseBonus(currentStats, Equipment);
        currentStats = CharacterFunctions.CalculateBattleBonus(currentStats, Equipment, Stats);

        Precent_Stats = CharacterFunctions.PrecentCalculate(Traits, Effects);

        currentStats = CharacterFunctions.Precent(currentStats, Precent_Stats);
        currentStats = CharacterFunctions.Calculate_HpMp(currentStats);
    }
Esempio n. 2
0
    //Skills

    #region Functions

    public void UpdateStats()
    {
        currentStats.UpdateStats();

        currentStats.Battle.range        = StaticValues.Races.Races[Actor.Race].Stats.Battle.range;
        currentStats.Battle.dmg_dice     = StaticValues.Races.Races[Actor.Race].Stats.Battle.dmg_dice + StaticValues.Classes.Classes[Actor.Class].Stats.Battle.dmg_dice;
        currentStats.Equipment.itemsSlot = Stats.Equipment.itemsSlot;
        currentStats.Equipment.bagSlot   = Stats.Equipment.bagSlot;
        Equipment.ItemSlots.Capacity(currentStats.Equipment.itemsSlot + 1);
        Equipment.Backpack.Capacity((currentStats.Equipment.bagSlot + 1) * 3);

        currentStats = CharacterFunctions.CalculateBase(currentStats, Stats.Base);
        currentStats = CharacterFunctions.CalculateBase(currentStats, Actor.Stats.Base);
        currentStats = CharacterFunctions.CalculateBase(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Base);
        currentStats = CharacterFunctions.CalculateBase(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Base);

        currentStats = CharacterFunctions.CalculateAbility(currentStats, Stats.Ability);
        currentStats = CharacterFunctions.CalculateAbility(currentStats, Actor.Stats.Ability);
        currentStats = CharacterFunctions.CalculateAbility(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Ability);
        currentStats = CharacterFunctions.CalculateAbility(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Ability);

        currentStats = CharacterFunctions.CalculateResistance(currentStats, Stats.Resistance);
        currentStats = CharacterFunctions.CalculateResistance(currentStats, Actor.Stats.Resistance);
        currentStats = CharacterFunctions.CalculateResistance(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Resistance);
        currentStats = CharacterFunctions.CalculateResistance(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Resistance);

        currentStats = CharacterFunctions.CalculateOther(currentStats, Stats.Other);
        currentStats = CharacterFunctions.CalculateOther(currentStats, Actor.Stats.Other);
        currentStats = CharacterFunctions.CalculateOther(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Other);
        currentStats = CharacterFunctions.CalculateOther(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Other);

        currentStats = CharacterFunctions.CalculateBattle(currentStats, Stats.Battle);
        currentStats = CharacterFunctions.CalculateBattle(currentStats, Actor.Stats.Battle);
        currentStats = CharacterFunctions.CalculateBattle(currentStats, StaticValues.Races.Races[Actor.Race].Stats.Battle);
        currentStats = CharacterFunctions.CalculateBattle(currentStats, StaticValues.Classes.Classes[Actor.Class].Stats.Battle);

        HpMpIncreaseByLvl();

        currentStats = CharacterFunctions.CalculateEquipment(currentStats, Equipment);

        currentStats = CharacterFunctions.CalculateTraits(currentStats, Traits);
        currentStats = CharacterFunctions.CalculateStates(currentStats, Effects);

        currentStats = CharacterFunctions.CalculateBaseBonus(currentStats, Equipment);
        currentStats = CharacterFunctions.CalculateBattleBonus(currentStats, Equipment, Actor);

        Precent_Stats = CharacterFunctions.PrecentCalculate(Traits, Effects);

        currentStats = CharacterFunctions.Precent(currentStats, Precent_Stats);

        currentStats = CharacterFunctions.Calculate_HpMp(currentStats);//Finish Function
    }