Esempio n. 1
0
    public void RebuildTempStats()
    {
        AttackBonus  = 0;
        MagicBonus   = 0;
        DefenseBonus = 0;
        HealthBonus  = 0;
        SpeedBonus   = 0;
        DodgeBonus   = 0;
        CritBonus    = 0;

        ArcaneSkill = 0;
        DivineSkill = 0;

        foreach (SkillInstance skill in Skills)
        {
            skill.OnApply(this);
        }

        Speed     = ((Attributes[Attribute.AttributeTypes.Agility].Level + SpeedBonus) * 1f) + 1f;
        HitPoints = Attributes[Attribute.AttributeTypes.Might].Level * 10 + HealthBonus;
        if (HitPoints < 5)
        {
            HitPoints = 5;
        }

        MagicPower      = Attributes[Attribute.AttributeTypes.Smarts].Level * 5 + MagicBonus;
        PerceptionRange = (Attributes[Attribute.AttributeTypes.Smarts].Level + Attributes[Attribute.AttributeTypes.Agility].Level) * 2f;
        if (PerceptionRange < 5)
        {
            PerceptionRange = 5;
        }

        Initiative = 5;

        int smartAgiDiv = Attributes[Attribute.AttributeTypes.Smarts].Level + Attributes[Attribute.AttributeTypes.Agility].Level / 2;

        if (smartAgiDiv >= Initiative)
        {
            Initiative = Initiative / (smartAgiDiv - Initiative);
        }
        else
        {
            Initiative = Initiative / smartAgiDiv;
        }

        int weaponStatValue = Attributes[Attribute.AttributeTypes.Might].Level;

        if (EquipedItems.IsWielding(Weapon.WeaponTypes.Staff))
        {
            weaponStatValue = Attributes[Attribute.AttributeTypes.Smarts].Level;
        }
        if (EquipedItems.IsWielding(Weapon.WeaponTypes.Bow))
        {
            weaponStatValue = Attributes[Attribute.AttributeTypes.Agility].Level;
        }

        AttackBonus = weaponStatValue + AttackBonus;

        ArmorValue = EquipedItems.ArmorValue() + DefenseBonus;

        foreach (Buff buff in Buffs)
        {
            switch (buff.BuffType)
            {
            case BuffTypes.Attack:
                AttackBonus += (int)buff.Value;
                break;

            case BuffTypes.Defense:
                ArmorValue += (int)buff.Value;
                break;

            case BuffTypes.Health:
                HitPoints += (int)buff.Value;
                break;

            case BuffTypes.Speed:
                Speed += (int)buff.Value;
                break;

            case BuffTypes.Magic:
                MagicPower += (int)buff.Value;
                break;

            case BuffTypes.Dodge:
                DodgeBonus += buff.Value;
                break;

            case BuffTypes.Crit:
                CritBonus += buff.Value;
                break;
            }
        }
    }