//Function called whenever this effect heals the target character private void HealCharacter() { //Making sure the character isn't dead before healing if (this.characterToEffect.charPhysState.currentHealth <= 0) { return; } //Seeing if this effect will trigger float triggerRoll = Random.Range(0, 1); if (triggerRoll > this.chanceToTrigger) { //If we roll over the trigger chance, nothing happens and we don't tick return; } //Finding out how much health we heal this tick int damagehealed = Mathf.RoundToInt(Random.Range(this.healPerTickRange.x, this.healPerTickRange.y)); //Finding out if we crit float critRoll = Random.Range(0, 1); bool didThisCrit = false; if (critRoll < this.critChance) { //If we crit this tick, the amount healed is multiplied damagehealed = damagehealed * this.critMultiplier; didThisCrit = true; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.healType == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { damagehealed += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(this.characterWhoTriggered, didThisCrit, true, this.healType); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current heal type is the same as this spell resist perk if (resistPerk.typeToResist == this.healType) { //Checking to see if the heal is negated entirely if (resistPerk.negateAllDamage) { magicResistType = SpellResistTypes.Negate; } //Otherwise we just get the amount that it normally resists else { damagehealed -= resistPerk.GetSpellResistAmount(this.characterToEffect, didThisCrit, false); } } } } //Subtracting any magic resistance from the amount that we're trying to heal switch (this.healType) { case CombatManager.DamageType.Arcane: damagehealed -= this.characterToEffect.charInventory.totalArcaneResist; break; case CombatManager.DamageType.Fire: damagehealed -= this.characterToEffect.charInventory.totalFireResist; break; case CombatManager.DamageType.Water: damagehealed -= this.characterToEffect.charInventory.totalWaterResist; break; case CombatManager.DamageType.Electric: damagehealed -= this.characterToEffect.charInventory.totalElectricResist; break; case CombatManager.DamageType.Wind: damagehealed -= this.characterToEffect.charInventory.totalWindResist; break; case CombatManager.DamageType.Nature: damagehealed -= this.characterToEffect.charInventory.totalNatureResist; break; case CombatManager.DamageType.Holy: damagehealed -= this.characterToEffect.charInventory.totalHolyResist; break; case CombatManager.DamageType.Dark: damagehealed -= this.characterToEffect.charInventory.totalDarkResist; break; //Pure damage type has no resist } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this HoT or it affects all damage types if (threatPerk.damageTypeToThreaten == this.healType || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(damagehealed, didThisCrit, true); } } } //If the heal was negated completely if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display that no damage was healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.healType, healedCharTile, didThisCrit, true); } //Otherwise, the heal happens normally else { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(damagehealed); //Telling the combat manager to display the damage healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, damagehealed, this.healType, healedCharTile, didThisCrit, true); //If the target character and the character who cast this effect are player characters, we need to increase threat if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, damagehealed + bonusThreat, true); } } //Creating the visual effect for this effect CharacterSpriteBase targetCharSprite = CombatManager.globalReference.GetCharacterSprite(this.characterToEffect); this.SpawnVisualAtLocation(targetCharSprite.transform.localPosition, targetCharSprite.transform); //If this effect isn't unlimited, we need to reduce the ticks remaining if (!this.unlimitedTicks) { this.ticksLeft -= 1; //If there are no more ticks left, this effect is over and the object is destroyed if (this.ticksLeft <= 0) { this.RemoveEffect(); } } }
//Overrided function from Effect.cs to trigger this heal effect public override void TriggerEffect(Character usingCharacter_, Character targetCharacter_, float timeDelay_ = 0) { //Setting the character references of who is attacking and who is being attacked this.characterToEffect = targetCharacter_; this.characterWhoTriggered = usingCharacter_; //Int to hold the heal total for the effect int totalHeal = 0; //Adding the base heal totalHeal += this.baseHeal; //Looping through each individual die rolled for (int d = 0; d < this.diceRolled; ++d) { //Finding the value rolled on the current die totalHeal += Random.Range(1, this.diceSides); } //Rolling to see if this effect crits float critRoll = Random.Range(0, 1); bool isCrit = false; if (critRoll < this.critChance) { totalHeal = Mathf.RoundToInt(totalHeal * this.critMultiplier); } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in usingCharacter_.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage (heal) type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { totalHeal += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(usingCharacter_, isCrit, false, this.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current heal type is the same as this spell resist perk if (resistPerk.typeToResist == this.type) { //Checking to see if the heal is negated entirely if (resistPerk.negateAllDamage) { magicResistType = SpellResistTypes.Negate; } //Otherwise we just get the amount that it normally resists else { totalHeal -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } } } } //Subtracting the target character's magic resistances switch (this.type) { case CombatManager.DamageType.Slashing: if (targetCharacter_.charInventory.totalSlashingArmor > 0) { totalHeal -= targetCharacter_.charInventory.totalSlashingArmor; } break; case CombatManager.DamageType.Stabbing: if (targetCharacter_.charInventory.totalStabbingArmor > 0) { totalHeal -= targetCharacter_.charInventory.totalStabbingArmor; } break; case CombatManager.DamageType.Crushing: if (targetCharacter_.charInventory.totalCrushingArmor > 0) { totalHeal -= targetCharacter_.charInventory.totalCrushingArmor; } break; case CombatManager.DamageType.Fire: if (targetCharacter_.charInventory.totalFireResist > 0) { totalHeal -= targetCharacter_.charInventory.totalFireResist; } break; case CombatManager.DamageType.Water: if (targetCharacter_.charInventory.totalWaterResist > 0) { totalHeal -= targetCharacter_.charInventory.totalWaterResist; } break; case CombatManager.DamageType.Electric: if (targetCharacter_.charInventory.totalElectricResist > 0) { totalHeal -= targetCharacter_.charInventory.totalElectricResist; } break; case CombatManager.DamageType.Wind: if (targetCharacter_.charInventory.totalWindResist > 0) { totalHeal -= targetCharacter_.charInventory.totalWindResist; } break; case CombatManager.DamageType.Nature: if (targetCharacter_.charInventory.totalNatureResist > 0) { totalHeal -= targetCharacter_.charInventory.totalNatureResist; } break; case CombatManager.DamageType.Arcane: if (targetCharacter_.charInventory.totalArcaneResist > 0) { totalHeal -= targetCharacter_.charInventory.totalArcaneResist; } break; case CombatManager.DamageType.Holy: if (targetCharacter_.charInventory.totalHolyResist > 0) { totalHeal -= targetCharacter_.charInventory.totalHolyResist; } break; case CombatManager.DamageType.Dark: if (targetCharacter_.charInventory.totalDarkResist > 0) { totalHeal -= targetCharacter_.charInventory.totalDarkResist; } break; case CombatManager.DamageType.Bleed: if (targetCharacter_.charInventory.totalBleedResist > 0) { totalHeal -= targetCharacter_.charInventory.totalBleedResist; } break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this effect or it affects all damage types if (threatPerk.damageTypeToThreaten == this.type || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(totalHeal, isCrit, false); } } } //Finding the combat tile that the target character is on CombatTile targetCharTile = CombatManager.globalReference.FindCharactersTile(targetCharacter_); //If the heal was negated completely if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display that no damage was healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.type, healedCharTile, isCrit, true); } //Otherwise, the heal happens normally else { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(totalHeal); //Telling the combat manager to display the damage healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, totalHeal, this.type, healedCharTile, isCrit, true); //If the acting character is a player character, we need to increase the threat against them if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If this character DOESN'T have the EnemyCombatAI component, we increase the threat for the character who put this effect on if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies based on the amount healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, totalHeal + bonusThreat, true); } } } //Creating the visual effect for this effect CharacterSpriteBase targetCharSprite = CombatManager.globalReference.GetCharacterSprite(targetCharacter_); this.SpawnVisualAtLocation(targetCharSprite.transform.localPosition, targetCharSprite.transform); //Destroying this effect once everything is finished up Destroy(this.gameObject); }
//Function called whenever this effect deals damage private void DamageCharacter() { //Making sure the character isn't dead before dealing damage if (this.characterToEffect == null || this.characterToEffect.charPhysState.currentHealth <= 0) { return; } //Seeing if this effect will trigger float triggerRoll = Random.Range(0, 1); if (triggerRoll > this.chanceToTrigger) { //If we roll over the trigger chance, nothing happens and we don't tick return; } //Finding out how much damage we deal this tick int damageDealt = Mathf.RoundToInt(Random.Range(this.damagePerTickRange.x, this.damagePerTickRange.y)); //Finding out if we crit float critRoll = Random.Range(0, 1); bool didThisCrit = false; if (critRoll < this.critChance) { //If we crit this tick, the damage is multiplied damageDealt = damageDealt * this.critMultiplier; didThisCrit = true; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.damageType == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { damageDealt += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(this.characterWhoTriggered, didThisCrit, true, this.damageType); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == this.damageType) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (magicResistType != SpellResistTypes.Absorb) { magicResistType = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { magicResistType = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much damageDealt -= resistPerk.GetSpellResistAmount(this.characterToEffect, didThisCrit, false); } //Otherwise we just get the amount that it normally resists else { damageDealt -= resistPerk.GetSpellResistAmount(this.characterToEffect, didThisCrit, false); } } } } //Subtracting any magic resistance from the damage that we're trying to deal switch (this.damageType) { case DamageType.Arcane: damageDealt -= this.characterToEffect.charEquipment.totalArcaneResist; break; case DamageType.Enchant: damageDealt -= this.characterToEffect.charEquipment.totalEnchantResist; break; case DamageType.Holy: damageDealt -= this.characterToEffect.charEquipment.totalHolyResist; break; case DamageType.Dark: damageDealt -= this.characterToEffect.charEquipment.totalDarkResist; break; case DamageType.Fire: damageDealt -= this.characterToEffect.charEquipment.totalFireResist; break; case DamageType.Water: damageDealt -= this.characterToEffect.charEquipment.totalWaterResist; break; case DamageType.Electric: damageDealt -= this.characterToEffect.charEquipment.totalElectricResist; break; case DamageType.Wind: damageDealt -= this.characterToEffect.charEquipment.totalWindResist; break; case DamageType.Stone: damageDealt -= this.characterToEffect.charEquipment.totalStoneResist; break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this DoT or it affects all damage types if (threatPerk.damageTypeToThreaten == this.damageType || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(damageDealt, didThisCrit, true); } } } //If the damage was dealt normally if (magicResistType == SpellResistTypes.Normal) { //Dealing the damage to the effected character this.characterToEffect.charPhysState.DamageCharacter(damageDealt); //Telling the combat manager to display the damage dealt CombatTile3D damagedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, damageDealt, this.damageType, damagedCharTile, didThisCrit); //If this character has the EnemyCombatAI component, we increase the threat for the character who put this effect on if (this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //If the character who cast this effect is a player character, we make the enemies hate that character if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If the attack didn't crit if (!didThisCrit) { //Applying threat to the targeted character this.characterToEffect.GetComponent <EnemyCombatAI_Basic>().IncreaseThreat(this.characterWhoTriggered, damageDealt + bonusThreat); } //If the attack did crit, we boost threat against all enemies by 25% else { //Finding the bonus amount of threat that's applied to all enemies int boostedThreat = damageDealt + bonusThreat; boostedThreat = Mathf.RoundToInt(boostedThreat * 0.25f); CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, boostedThreat, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, this.characterToEffect, damageDealt + bonusThreat - boostedThreat, false); } } } } //If the damage was negated completely else if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display no damage dealt CombatTile3D damagedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.damageType, damagedCharTile, didThisCrit); } //If the damage was absorbed and healed the character else if (magicResistType == SpellResistTypes.Absorb) { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(damageDealt); //Telling the combat manager to display the damage healed CombatTile3D damagedCharTile = CombatManager.globalReference.tileHandler.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, damageDealt, this.damageType, damagedCharTile, didThisCrit, true); //If the caster of this effect and the target are player characters, we increase the threat for the character who put this effect on them if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, damageDealt + bonusThreat, true); } } //Creating the visual effect for this effect GameObject targetCharModel = CombatManager.globalReference.characterHandler.GetCharacterModel(this.characterToEffect); this.SpawnVisualAtLocation(targetCharModel.transform.localPosition, targetCharModel.transform); //If this effect isn't unlimited, we need to reduce the ticks remaining if (!this.unlimitedTicks) { this.ticksLeft -= 1; //If there are no more ticks left, this effect is over and the object is destroyed if (this.ticksLeft <= 0) { this.RemoveEffect(); } } }
//Function inherited from AttackAction.cs and called from CombatManager.cs so we can attack a target public override void PerformAction(CombatTile3D targetTile_) { //Calling the base function to start the cooldown time this.BeginActionCooldown(); //Reference to the character performing this attack Character actingChar = CombatManager.globalReference.initiativeHandler.actingCharacters[0]; //Reference to the character that's being attacked Character defendingChar; //Getting the tile that the acting character is on CombatTile3D actingCharTile = CombatManager.globalReference.tileHandler.FindCharactersTile(actingChar); GameObject charModel = CombatManager.globalReference.characterHandler.GetCharacterModel(actingChar); //Setting the direction the acting character faces this.SetDirectionFacing(targetTile_, actingCharTile, charModel); //Looping through and triggering all combat effects on the acting character that happen on attack foreach (Effect e in actingChar.charCombatStats.combatEffects) { e.EffectOnAttack(); //Checking to see if the character has died due to some effect. If so, we break the loop if (actingChar.charPhysState.currentHealth <= 0) { break; } } //Looping through and creating each of the launched projectiles for this attack Vector3 casterTile = CombatManager.globalReference.tileHandler.FindCharactersTile(CombatManager.globalReference.initiativeHandler.actingCharacters[0]).transform.position; foreach (ProjectileLauncher projectile in this.projectilesToLaunch) { GameObject newProjectile = GameObject.Instantiate(projectile.gameObject, casterTile, new Quaternion()); //Parenting the projectile to the combat manager canvas newProjectile.transform.SetParent(CombatManager.globalReference.transform); //Telling the projectile to start moving newProjectile.GetComponent <ProjectileLauncher>().StartTravelPath(casterTile, targetTile_.transform.position); } //Making sure there's a character on the targeted tile if (targetTile_.objectOnThisTile != null && targetTile_.objectOnThisTile.GetComponent <Character>()) { defendingChar = targetTile_.objectOnThisTile.GetComponent <Character>(); } //If there isn't a character on the tile, nothing happens because it misses anything it could hit else { //If there are no attack damage rolls (like if the attack was just to inflict an effect) the "Miss" text isn't shown if (this.damageDealt.Count > 0) { CombatManager.globalReference.uiHandler.DisplayMissedAttack(this.timeToCompleteAction, targetTile_); } //If the visual effect doesn't require a hit to be spawned, we create it at the target tile if (this.spawnVisualOnMiss && this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can apply to see if any don't require the attack to land foreach (AttackEffect efc in this.effectsOnHit) { //If the effect doesn't require the attack to land, it's triggered if (!efc.requireHit) { this.TriggerEffect(efc, targetTile_, actingChar); } } return; } //Before calculating damage, we need to find out if this attack hit. We start by rolling 1d100 to hit and adding this attack's accuracy bonus int hitRoll = this.FindAttackRoll(actingChar, defendingChar); //If the hit roll is still above 20%, they hit. If not, the attack misses if (hitRoll <= CombatManager.baseHitDC) { //If there are no attack damage rolls (like if the attack was just to inflict an effect) the "Miss" text isn't shown if (this.damageDealt.Count > 0) { //Miss CombatManager.globalReference.uiHandler.DisplayMissedAttack(this.timeToCompleteAction, targetTile_); } //If the visual effect doesn't require a hit to be spawned, we create it at the target tile if (this.spawnVisualOnMiss && this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can apply to see if any don't require the attack to land foreach (AttackEffect efc in this.effectsOnHit) { //If the effect doesn't require the attack to land, it's triggered if (!efc.requireHit) { this.TriggerEffect(efc, targetTile_, actingChar); } } //Giving the attacking character skill EXP for a miss this.GrantSkillEXP(actingChar, this.weaponSkillUsed, true); return; } //Giving the attacking character skill EXP for a hit this.GrantSkillEXP(actingChar, this.weaponSkillUsed, false); //Looping through for each time this action hits for (int h = 0; h < this.numberOfHits; ++h) { //Checking to see if this attack crits float critMultiplier = 1; //Set to 1 in case we don't crit so it won't change anything float critRoll = Random.Range(0, 1); bool isCrit = false; //Float for the bonus damage multiplier from perks float critMultiplierBoost = 0; //Looping through all of the acting character's perks to see if they have perks for crit chance or multiplier foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the current perk increases crit chance, we need to see if it applies to this attack if (charPerk.GetType() == typeof(CritChanceBoostPerk)) { CritChanceBoostPerk critPerk = charPerk.GetComponent <CritChanceBoostPerk>(); //If the perk applies to this attack's required skill check if (critPerk.boostAllSkills || critPerk.skillCritToBoost == this.weaponSkillUsed) { //If the perk applies to any kind of weapon size or the size requirement matches this action's required size, we increase the crit chance if (critPerk.noSizeRequirement || critPerk.weaponSizeRequirement == this.requiredWeaponHand) { critRoll -= critPerk.critChanceBoost; } } } //If the current perk increases crit damage multipliers, we see if it applies to this attack else if (charPerk.GetType() == typeof(CritMultiplierPerk)) { CritMultiplierPerk critPerk = charPerk.GetComponent <CritMultiplierPerk>(); //If the perk applies to this attack's required skill check if (critPerk.boostAllSkills || critPerk.skillCritToBoost == this.weaponSkillUsed) { //If the perk applies to any kind of weapon size or the size requirement matches this action's required size, we increase the crit chance if (critPerk.noSizeRequirement || critPerk.weaponSizeRequirement == this.requiredWeaponHand) { critMultiplierBoost += critPerk.critMultiplierBoost; } } } } //If the crit roll is below the crit chance, the attack crits and we change the multiplier if (critRoll < this.critChance) { critMultiplier = this.critMultiplier + critMultiplierBoost; isCrit = true; } //Dictionary for the total amount of damage for each type that will be dealt with this attack Dictionary <DamageType, int> damageTypeTotalDamage = new Dictionary <DamageType, int>(); //Dictionary for if all of the spell damage types for if the damage is completely negated Dictionary <DamageType, SpellResistTypes> spellResistDictionary = new Dictionary <DamageType, SpellResistTypes>(); //Initializing the dictionaries correctly this.InitializeDamageDictionaries(damageTypeTotalDamage, spellResistDictionary); //Getting the damage from the used weapon this.GetWeaponDamage(actingChar, damageTypeTotalDamage, h); //Looping through each damage type for this attack foreach (AttackDamage atk in this.damageDealt) { //Int to hold all of the damage for the current attack int atkDamage = 0; //Adding the base damage atkDamage += atk.baseDamage; //Looping through each individual die rolled for (int d = 0; d < atk.diceRolled; ++d) { //Finding the value rolled on the current die atkDamage += Random.Range(1, atk.diceSides); } //Multiplying the damage by the crit multiplier atkDamage = Mathf.RoundToInt(atkDamage * critMultiplier); //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && atk.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { atkDamage += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(actingChar, isCrit, false, atk.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks foreach (Perk defPerk in defendingChar.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == atk.type) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (spellResistDictionary[atk.type] != SpellResistTypes.Absorb) { spellResistDictionary[atk.type] = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { spellResistDictionary[atk.type] = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much damageTypeTotalDamage[atk.type] -= resistPerk.GetSpellResistAmount(defendingChar, isCrit, false); } //Otherwise we just get the amount that it normally resists else { damageTypeTotalDamage[atk.type] -= resistPerk.GetSpellResistAmount(defendingChar, isCrit, false); } } } } //Adding the current attack's damage to the correct type damageTypeTotalDamage[atk.type] += atkDamage; } //Looping through the attacking character's perks to see if there's any bonus damage to add to this attack foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the perk is a damage boosting perk, we get the bonus damage from it if (charPerk.GetType() == typeof(SkillDamageBoostPerk)) { int perkDamage = charPerk.GetComponent <SkillDamageBoostPerk>().GetDamageBoostAmount(actingChar, isCrit, false); //Applying the perk's added damage to the correct damage type damageTypeTotalDamage[charPerk.GetComponent <SkillDamageBoostPerk>().damageBoostType] += perkDamage; } } //Subtracting the target's melee and spell damage resistance from our attack damage this.SubtractResistances(damageTypeTotalDamage, defendingChar); //Dealing damage to the target this.DealDamage(damageTypeTotalDamage, spellResistDictionary, defendingChar, targetTile_, isCrit); //Dealing threat to the target this.DealThreat(damageTypeTotalDamage, actingChar, defendingChar, isCrit); //Creating the visual effect at the target tile if it isn't null if (this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can cause and triggering them foreach (AttackEffect effect in this.effectsOnHit) { this.TriggerEffect(effect, targetTile_, actingChar); } } }
//Overrided function from Effect.cs to trigger this damage effect public override void TriggerEffect(Character usingCharacter_, Character targetCharacter_, float timeDelay_ = 0) { //Setting the character references of who is attacking and who is being attacked this.characterToEffect = targetCharacter_; this.characterWhoTriggered = usingCharacter_; //Int to hold all of the damage for the attack int totalDamage = 0; //Adding the base damage totalDamage += this.baseDamage; //Looping through each individual die rolled for (int d = 0; d < this.diceRolled; ++d) { //Finding the value rolled on the current die totalDamage += Random.Range(1, this.diceSides); } //Rolling to see if this effect crits float critRoll = Random.Range(0, 1); bool isCrit = false; if (critRoll < this.critChance) { totalDamage = totalDamage * this.critMultiplier; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in usingCharacter_.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { totalDamage += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(usingCharacter_, isCrit, false, this.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in targetCharacter_.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == this.type) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (magicResistType != SpellResistTypes.Absorb) { magicResistType = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { magicResistType = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much totalDamage -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } //Otherwise we just get the amount that it normally resists else { totalDamage -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } } } } //Subtracting the target character's armor resist and magic resistances switch (this.type) { case CombatManager.DamageType.Slashing: if (targetCharacter_.charInventory.totalSlashingArmor > 0) { totalDamage -= targetCharacter_.charInventory.totalSlashingArmor; } break; case CombatManager.DamageType.Stabbing: if (targetCharacter_.charInventory.totalStabbingArmor > 0) { totalDamage -= targetCharacter_.charInventory.totalStabbingArmor; } break; case CombatManager.DamageType.Crushing: if (targetCharacter_.charInventory.totalCrushingArmor > 0) { totalDamage -= targetCharacter_.charInventory.totalCrushingArmor; } break; case CombatManager.DamageType.Fire: if (targetCharacter_.charInventory.totalFireResist > 0) { totalDamage -= targetCharacter_.charInventory.totalFireResist; } break; case CombatManager.DamageType.Water: if (targetCharacter_.charInventory.totalWaterResist > 0) { totalDamage -= targetCharacter_.charInventory.totalWaterResist; } break; case CombatManager.DamageType.Electric: if (targetCharacter_.charInventory.totalElectricResist > 0) { totalDamage -= targetCharacter_.charInventory.totalElectricResist; } break; case CombatManager.DamageType.Wind: if (targetCharacter_.charInventory.totalWindResist > 0) { totalDamage -= targetCharacter_.charInventory.totalWindResist; } break; case CombatManager.DamageType.Nature: if (targetCharacter_.charInventory.totalNatureResist > 0) { totalDamage -= targetCharacter_.charInventory.totalNatureResist; } break; case CombatManager.DamageType.Arcane: if (targetCharacter_.charInventory.totalArcaneResist > 0) { totalDamage -= targetCharacter_.charInventory.totalArcaneResist; } break; case CombatManager.DamageType.Holy: if (targetCharacter_.charInventory.totalHolyResist > 0) { totalDamage -= targetCharacter_.charInventory.totalHolyResist; } break; case CombatManager.DamageType.Dark: if (targetCharacter_.charInventory.totalDarkResist > 0) { totalDamage -= targetCharacter_.charInventory.totalDarkResist; } break; case CombatManager.DamageType.Bleed: if (targetCharacter_.charInventory.totalBleedResist > 0) { totalDamage -= targetCharacter_.charInventory.totalBleedResist; } break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this effect or it affects all damage types if (threatPerk.damageTypeToThreaten == this.type || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(totalDamage, isCrit, false); } } } //Finding the combat tile that the target character is on CombatTile targetCharTile = CombatManager.globalReference.FindCharactersTile(targetCharacter_); //If the damage was dealt normally if (magicResistType == SpellResistTypes.Normal) { //Dealing damage to the target character and telling the combat manager to display how much was dealt targetCharacter_.charPhysState.DamageCharacter(totalDamage); CombatManager.globalReference.DisplayDamageDealt(timeDelay_, totalDamage, type, targetCharTile, isCrit); //If this character has the EnemyCombatAI component, we increase the threat for the character who put this effect on if (this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //If the character who cast this effect is a player character, we increase threat against the caster if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If the attack didn't crit if (!isCrit) { //Applying threat to the targeted character this.characterToEffect.GetComponent <EnemyCombatAI_Basic>().IncreaseThreat(this.characterWhoTriggered, totalDamage + bonusThreat); } //If the attack did crit, we boost threat against all enemies by 25% else { //Finding the bonus amount of threat that's applied to all enemies int boostedThreat = totalDamage + bonusThreat; boostedThreat = Mathf.RoundToInt(boostedThreat * 0.25f); CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, boostedThreat, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, this.characterToEffect, totalDamage + bonusThreat - boostedThreat, false); } } } } //If the damage was negated completely else if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display no damage dealt CombatManager.globalReference.DisplayDamageDealt(timeDelay_, 0, type, targetCharTile, isCrit); } //If the damage was abosrbed and healed the character else if (magicResistType == SpellResistTypes.Absorb) { //Telling the combat manager to display the damage healed targetCharacter_.charPhysState.HealCharacter(totalDamage); CombatManager.globalReference.DisplayDamageDealt(timeDelay_, totalDamage, type, targetCharTile, isCrit, true); //If the caster of this effect and the target are player characters, we increase the threat for the character who put this effect on them if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, totalDamage + bonusThreat, true); } } //Creating the visual effect for this effect CharacterSpriteBase targetCharSprite = CombatManager.globalReference.GetCharacterSprite(targetCharacter_); this.SpawnVisualAtLocation(targetCharSprite.transform.localPosition, targetCharSprite.transform); //Increasing the threat to the target based on damage dealt //If the attack is a crit, ALL enemies have their threat increased for 25% of the damage if (isCrit) { //Getting 25% of the damage to pass to all enemies int threatForAll = (totalDamage + bonusThreat) / 4; CombatManager.globalReference.ApplyActionThreat(usingCharacter_, null, threatForAll, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(usingCharacter_, targetCharacter_, (totalDamage + bonusThreat) - threatForAll, false); } //If the attack wasn't a crit, only the target character takes threat else { CombatManager.globalReference.ApplyActionThreat(usingCharacter_, targetCharacter_, totalDamage + bonusThreat, false); } //Destroying this effect once everything is finished up Destroy(this.gameObject); }