Esempio n. 1
0
    public static Player createPlayer(CombatEntity.Job job)
    {
        Player newPlayer = new Player();

        newPlayer.job   = job;
        newPlayer.level = 1;
        switch (job)
        {
        case Job.Mage:
            newPlayer.maxHealth  = Random.Range(10, 16);
            newPlayer.maxSpecial = Random.Range(10, 13);
            newPlayer.ATK        = Random.Range(1, 5);
            newPlayer.SPE        = Random.Range(5, 7);
            newPlayer.RES        = Random.Range(3, 5);
            newPlayer.DEF        = Random.Range(1, 4);
            break;

        case Job.Warrior:
            newPlayer.maxHealth  = Random.Range(14, 20);
            newPlayer.maxSpecial = Random.Range(4, 11);
            newPlayer.ATK        = Random.Range(4, 6);
            newPlayer.SPE        = Random.Range(1, 3);
            newPlayer.RES        = Random.Range(1, 3);
            newPlayer.DEF        = Random.Range(3, 5);
            newPlayer.negRange   = Random.Range(-2, 0);
            newPlayer.posRange   = Random.Range(0, 3);
            break;

        case Job.Ranger:
            newPlayer.maxHealth  = Random.Range(13, 16);
            newPlayer.maxSpecial = Random.Range(7, 11);
            newPlayer.ATK        = Random.Range(3, 5);
            newPlayer.SPE        = Random.Range(2, 4);
            newPlayer.RES        = Random.Range(2, 4);
            newPlayer.DEF        = Random.Range(3, 5);
            newPlayer.negRange   = Random.Range(-2, 1);
            newPlayer.posRange   = Random.Range(2, 4);
            break;
        }
        newPlayer.health  = newPlayer.maxHealth;
        newPlayer.special = newPlayer.maxSpecial;

        return(newPlayer);
    }
Esempio n. 2
0
    public void generateStats(CombatEntity.Job job, int level)
    {
        this.level = level;
        switch (job)
        {
        case Job.Mage:
            maxHealth  = Random.Range(10 * level, 15 * level);
            maxSpecial = Random.Range(10 * level, 12 * level);
            ATK        = Random.Range(1 * level, 2 * level);
            SPE        = Random.Range(3 * level, 5 * level);
            RES        = Random.Range(3 * level, 5 * level);
            DEF        = Random.Range(1 * level, 2 * level);
            break;

        case Job.Warrior:
            maxHealth  = Random.Range(14 * level, 19 * level);
            maxSpecial = Random.Range(4 * level, 10 * level);
            ATK        = Random.Range(6 * level, 8 * level);
            SPE        = Random.Range(1 * level, 2 * level);
            RES        = Random.Range(1 * level, 2 * level);
            DEF        = Random.Range(2 * level, 4 * level);
            negRange  += Random.Range(-2 * level, 2 * level);
            posRange  += Random.Range(1 * level, 3 * level);
            break;

        case Job.Ranger:
            maxHealth  = Random.Range(13 * level, 15 * level);
            maxSpecial = Random.Range(7 * level, 10 * level);
            ATK        = Random.Range(2 * level, 4 * level);
            SPE        = Random.Range(2 * level, 4 * level);
            RES        = Random.Range(1 * level, 3 * level);
            DEF        = Random.Range(1 * level, 3 * level);
            negRange  += Random.Range(-1 * level, 2 * level);
            posRange  += Random.Range(2 * level, 3 * level);
            break;
        }
        health  = maxHealth;
        special = maxSpecial;
    }