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); }
//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 }