Esempio n. 1
0
        public TotalSkillStat GetTotalSkillStat()
        {
            TotalSkillStat totalSkillStat = new TotalSkillStat();

            for (int i = 0; i < skill.Count; i++)
            {
                CalculationSkillStat(totalSkillStat, skill[i].rowSkill.valueType, i);
            }

            return(totalSkillStat);
        }
Esempio n. 2
0
        private void CalculationSkillStat(TotalSkillStat totalSkillStat, string type, int index)
        {
            switch (type)
            {
            case "Deffence":
                totalSkillStat.defMultiple += DEFAULT_SKILL_MULTIPLE + (skill[index].rowSkill.value * skill[index].skillLevel);
                break;

            case "Attack":
                totalSkillStat.atkMultiple += DEFAULT_SKILL_MULTIPLE + (skill[index].rowSkill.value * skill[index].skillLevel);
                break;

            case "Hp":
                totalSkillStat.hpMultiple += DEFAULT_SKILL_MULTIPLE + (skill[index].rowSkill.value * skill[index].skillLevel);
                break;

            case "Dmg":
                totalSkillStat.skillValueMultiple = DEFAULT_SKILL_MULTIPLE + (skill[index].rowSkill.value * skill[index].skillLevel);
                break;
            }
        }
Esempio n. 3
0
        public TotalStat GetTotalStats()
        {
            TotalStat totalStat = new TotalStat();

            TotalWeaponStat           totalWeaponStat           = GetTotlaWEaponStat();
            TotalSkillStat            totalSkillStat            = GetTotalSkillStat();
            TotalCollectionWeaponStat totalCollectionWeaponStat = GetTotalCollectionWeapon();

            totalStat.atk = (int)((characterRow.atk + totalWeaponStat.atk + EnchantLevel) * totalSkillStat.atkMultiple + totalCollectionWeaponStat.atk);

            totalStat.def = (int)((characterRow.def + totalWeaponStat.def + EnchantLevel) * totalSkillStat.defMultiple + totalCollectionWeaponStat.def);

            totalStat.hp = (int)((characterRow.hp + totalWeaponStat.hp + EnchantLevel) * totalSkillStat.hpMultiple + totalCollectionWeaponStat.hp);

            totalStat.accuracyRate = 90 + totalCollectionWeaponStat.accuracyRate;

            totalStat.avoidanceRate = 10 + totalCollectionWeaponStat.avoidanceRate;


            totalStat.skillValue = totalSkillStat.skillValueMultiple;

            return(totalStat);
        }