예제 #1
0
        public int EvasionFixedModifier;//Give a fixed evasion value.

        public StatsBoosts()
        {
            PostMovementModifier              = new PostActionValue();
            PostAttackModifier                = new PostActionValue();
            ParryModifier                     = new List <string>();
            NullifyAttackModifier             = new List <string>();
            DicTerrainLetterAttributeModifier = new Dictionary <string, int>();
            Reset();
        }
예제 #2
0
        public void Reset()
        {
            PostMovementModifier       = new PostActionValue();
            PostAttackModifier         = new PostActionValue();
            AttackFirstModifier        = false;
            AutoDodgeModifier          = false;
            IgnoreDefenseBonusModifier = false;
            NullifyDamageModifier      = false;
            RepairModifier             = false;
            ResupplyModifier           = false;
            ShieldModifier             = false;
            SwordCutModifier           = false;
            ShootDownModifier          = false;
            ParryModifier.Clear();
            NullifyAttackModifier.Clear();

            MovementModifier                   = 0;
            RangeModifier                      = 0;
            ExtraActionsPerTurn                = 0;
            FinalDamageModifier                = 0;
            FinalDamageMultiplier              = 1;
            FinalDamageTakenFixedModifier      = 0;
            BaseDamageModifier                 = 0;
            BaseDamageMultiplier               = 1;
            BaseDamageTakenReductionMultiplier = 1;
            CriticalHitRateModifier            = 0;
            CriticalAlwaysSucceed              = false;
            CriticalAlwaysFail                 = false;

            CriticalFinalDamageModifier            = 0;
            CriticalFinalDamageMultiplier          = 1;
            CriticalBaseDamageModifier             = 0;
            CriticalBaseDamageMultiplier           = 0;
            CriticalDamageTakenFixedModifier       = 0;
            CriticalDamageTakenReductionMultiplier = 1;

            EXPMultiplier   = 1;
            PPMultiplier    = 1;
            MoneyMultiplier = 1;
            HPMinModifier   = 0;
            MoraleModifier  = 0;
            ENCostModifier  = 0;
            AmmoMaxModifier = 0;

            HPMaxModifier    = 0;
            ENMaxModifier    = 0;
            ArmorModifier    = 0;
            MobilityModifier = 0;
            MVMaxModifier    = 0;

            HPMaxMultiplier    = 1;
            ENMaxMultiplier    = 1;
            ArmorMultiplier    = 1;
            MobilityMultiplier = 1;
            MVMaxMultiplier    = 1;

            Dictionary <string, int> DicTerrainLetterAttributeModifierCopy = new Dictionary <string, int>(DicTerrainLetterAttributeModifier.Count);

            foreach (var Terrain in DicTerrainLetterAttributeModifier)
            {
                DicTerrainLetterAttributeModifierCopy.Add(Terrain.Key, 0);
            }

            DicTerrainLetterAttributeModifier = DicTerrainLetterAttributeModifierCopy;

            AccuracyModifier      = 0;
            AccuracyFixedModifier = 0;//Give a fixed accuracy value.
            AccuracyMultiplier    = 1;
            EvasionModifier       = 0;
            EvasionFixedModifier  = 0;//Give a fixed evasion value.

            SupportAttackModifierMax = 0;
            SupportDefendModifierMax = 0;
        }