private void DeterminePlayerVitals() { GameInformation.PlayerClass = new BaseWarriorClass(); GameInformation.Intellect = GameInformation.PlayerClass.Intellect; GameInformation.Strength = GameInformation.PlayerClass.Strength; GameInformation.Stamina = GameInformation.PlayerClass.Stamina; GameInformation.Endurance = GameInformation.PlayerClass.Endurance; GameInformation.PlayerHealth = StatCalculation.CalculateHealth(GameInformation.Stamina); GameInformation.PlayerEnergy = StatCalculation.CalculateEnergy(GameInformation.Endurance); GameInformation.PlayerLevel = 2; /* * playerStamina = StatCalculation.CalculateStat (GameInformation.Stamina, * StatCalculations.StatType.stamina,GameInformation.PlayerLevel,false); * playerEndurance = StatCalculation.CalculateStat (GameInformation.Endurance, * StatCalculations.StatType.endurance,GameInformation.PlayerLevel,false); */ /* * enemyStamina = StatCalculation.CalculateStat (GameInformation.Stamina, * StatCalculations.StatType.stamina,GameInformation.PlayerLevel,false); * enemyEndurance = StatCalculation.CalculateStat (GameInformation.Endurance, * StatCalculations.StatType.endurance,GameInformation.PlayerLevel,false); * enemyHealth = StatCalculation.CalculateHealth(newEnemy.Stamina); * enemyEnergy = StatCalculation.CalculateEnergy (enemyEndurance); */ GameInformation.EnemyName = enemyNames[0]; GameInformation.EnemyHealth = StatCalculation.CalculateHealth(GameInformation.Stamina / 2); GameInformation.EnemyEnergy = StatCalculation.CalculateEnergy(GameInformation.Endurance / 2); GameInformation.EnemyLevel = Random.Range((int)GameInformation.PlayerLevel - 1, (int)GameInformation.PlayerLevel + 1); }
public void CreateNewEnemy() { newEnemy.PlayerName = enemyNames[Random.Range(0, enemyNames.Length - 1)]; newEnemy.PlayerLevel = GameInformation.PlayerLevel; newEnemy.PlayerClass = classTypes [Random.Range(0, classTypes.Length - 1)]; newEnemy.Rhetoric = statCalculations.CalculateStat(newEnemy.PlayerClass.Rhetoric, StatCalculations.StatType.RHETORIC, newEnemy.PlayerLevel, true); newEnemy.Image = statCalculations.CalculateStat(newEnemy.PlayerClass.Image, StatCalculations.StatType.IMAGE, newEnemy.PlayerLevel, true); newEnemy.Diplomacy = statCalculations.CalculateStat(newEnemy.PlayerClass.Diplomacy, StatCalculations.StatType.DIPLOMACY, newEnemy.PlayerLevel, true); enemyMaxHealth = statCalculations.CalculateHealth(newEnemy.Diplomacy); enemyMaxEnergy = statCalculations.CalculateEnergy(newEnemy.Rhetoric); enemyCurrentHealth = enemyMaxHealth; enemyCurrentEnergy = enemyMaxEnergy; }
private void DeterminePlayerVitals() { playerHealth = statCalculations.CalculateHealth(GameInfoManager.Constitution); playerEnergy = statCalculations.CalculateEnergy(GameInfoManager.Strength); GameInfoManager.PlayerCurrentHealth = playerHealth; GameInfoManager.PlayerCurrentEnergy = playerEnergy; }
void Initialized() { BaseWarriorClass warrior = new BaseWarriorClass(); // Need to make a method that gets the stats from warrior, baseCharacter.classess = BaseCharacterClass.CharacterClasses.WARRIOR; GameInformation.PlayerClass = baseCharacter; GameInformation.PlayerName = "Anaku";// Will change later once we get the actual names of the heros in the story. GameInformation.PlayerLevel = 0; GameInformation.Agility = warrior.Agility; GameInformation.Strength = warrior.Strength; GameInformation.Intellect = warrior.Intellect; GameInformation.Mastery = warrior.Mastery; GameInformation.Stamina = warrior.Stamina; GameInformation.Resistance = 100; GameInformation.Endurance = warrior.Endurance; GameInformation.PlayerHealth = calculations.CalculateHealth(GameInformation.Endurance); GameInformation.PlayerEnergy = calculations.CalculateEnergy(GameInformation.Intellect); GameInformation.CurrentXp = 0; GameInformation.CritChance = 5 + (GameInformation.Agility * 0.2f); // Affected by agility and items GameInformation.CritDamage = 2 * ((GameInformation.Agility * 0.1f) / 100); // Affect by agility and some items GameInformation.Zodiac = new BaseTigerClass(); // The zodiac side and zodiac you are GameInformation.SummonsUp = 0; basePlayer.SetStats(false); basePlayer.StatPointsToAllocate = 0; basePlayer.PlayerClass = GameInformation.PlayerClass; // This will be how we calculate the p layers main stat. LevelUp levelUp = new LevelUp(); for (int i = 0; i < level; i++) { levelUp.LevelUpCharacter(); } Debug.Log(GameInformation.RequiredXP); }
private void DeterminePlayerVitatls() { GameInformation.PlayerName = "Test Name"; GameInformation.PlayerClass = new BaseMageClass(); // Change it instantly makes it a mage class, maybe switch cases/ if else? GameInformation.Intellect = GameInformation.PlayerClass.Intellect; GameInformation.Stamina = GameInformation.PlayerClass.Stamina; GameInformation.Endurance = GameInformation.PlayerClass.Endurance; playerStamina = statCalculations.CalulateStat(GameInformation.Stamina, StatCalculations.StatType.STAMINA, GameInformation.PlayerLevel, false); playerEndurance = statCalculations.CalulateStat(GameInformation.Endurance, StatCalculations.StatType.ENDURANCE, GameInformation.PlayerLevel, false); playerHealth = statCalculations.CalculateHealth(playerEndurance); playerEnergy = statCalculations.CalculateEnergy(playerStamina); GameInformation.PlayerLevel = 1; Debug.Log(GameInformation.PlayerHealth); GameInformation.PlayerHealth = playerHealth; GameInformation.PlayerEnergy = playerEnergy; }
private void DeterminePlayerVitals() { GameInformation.PlayerName = "Test Name"; GameInformation.PlayerClass = new BaseMageClass(); GameInformation.Intellect = GameInformation.PlayerClass.Intellect; GameInformation.Endurance = GameInformation.PlayerClass.Endurance; GameInformation.Stamina = GameInformation.PlayerClass.Stamina; playerStamina = statCalculationsScript.CalculateStat(GameInformation.Stamina, StatCalculations.StatType.STAMINA, GameInformation.PlayerLevel, false); playerEndurance = statCalculationsScript.CalculateStat(GameInformation.Endurance, StatCalculations.StatType.ENDURANCE, GameInformation.PlayerLevel, false); playerHealth = statCalculationsScript.CalculateHealth(playerStamina); playerEnergy = statCalculationsScript.CalculateEnergy(playerEndurance); GameInformation.PlayerHealth = playerHealth; Debug.Log("Player Health= " + GameInformation.PlayerHealth); GameInformation.PlayerEnergy = playerEnergy; GameInformation.PlayerLevel = 1; }
/// <summary> /// 1 is mage, 2 is warrior, 3 is Enhancer, 4 is paladin, 5 is Priest, and 6 is archer /// </summary> /// <param name="enemyClassNum"></param> /// void CalculateEnemyInfo(int enemyClassNum) { enemyInfo = gameObject.GetComponent <EnemyInformation>(); newEnemy = new BasePlayer(); calculations = new StatCalculations(); name = gameObject.name; int number = enemyClassNum; if (number == 1) { enemyInfo.PlayerClass = new BaseMageClass(); enemyInfo.MainStat = enemyInfo.Intellect; } else if (number == 2) { enemyInfo.PlayerClass = new BaseWarriorClass(); enemyInfo.MainStat = enemyInfo.Strength; } else if (number == 3) { enemyInfo.PlayerClass = new BaseEnhancerClass(); enemyInfo.MainStat = enemyInfo.Agility; } else if (number == 4) { enemyInfo.PlayerClass = new BasePaladinClass(); enemyInfo.MainStat = enemyInfo.Endurance; } else if (number == 5) { enemyInfo.PlayerClass = new BasePriestClass(); enemyInfo.MainStat = enemyInfo.Mastery; } else if (number == 6) { enemyInfo.PlayerClass = new BaseArcherClass(); enemyInfo.MainStat = enemyInfo.Agility; } //MAKE SURE TO CREATE A NEW INSTANCE OF THIS FOR EVERY ENEMY/BOSS ETC. // HAve to add it to all the enemies in and playtest it // We are going to learn about networking soon. enemyInfo.PlayerLevel = 20; // <- Dynamically from enemy scripts stamina = enemyInfo.PlayerClass.Stamina * (enemyInfo.PlayerLevel / 2); intellect = enemyInfo.PlayerClass.Intellect * (enemyInfo.PlayerLevel / 2); strength = enemyInfo.PlayerClass.Strength * (enemyInfo.PlayerLevel / 2); endurance = enemyInfo.PlayerClass.Endurance * (enemyInfo.PlayerLevel / 2); agility = enemyInfo.PlayerClass.Agility * (enemyInfo.PlayerLevel / 2); mastery = enemyInfo.PlayerClass.Mastery * (enemyInfo.PlayerLevel / 2); resistance = enemyInfo.PlayerClass.Resistance; SetEnemyInfo(); if (number == 1) { enemyInfo.MainStat = enemyInfo.Intellect; } else if (number == 2) { enemyInfo.MainStat = enemyInfo.Strength; } else if (number == 3) { enemyInfo.MainStat = enemyInfo.Agility; } else if (number == 4) { enemyInfo.MainStat = enemyInfo.Endurance; } else if (number == 5) { enemyInfo.MainStat = enemyInfo.Mastery; } else if (number == 6) { enemyInfo.MainStat = enemyInfo.Agility; } enemyInfo.PlayerMaxHealth = calculations.CalculateHealth(enemyInfo.Endurance); enemyInfo.PlayerMaxEnergy = calculations.CalculateEnergy(enemyInfo.Intellect); enemyInfo.PlayerHealth = enemyInfo.PlayerMaxHealth; enemyInfo.PlayerEnergy = enemyInfo.PlayerMaxEnergy; calculated = true; Debug.Log(calculated); }