private void CreateNewEnemy() { newEnemy.PlayerName = enemyNames[0]; newEnemy.PlayerLevel = Random.Range(GameInfoManager.PlayerLevel - 2, GameInfoManager.PlayerLevel + 2); newEnemy.PlayerClass = new FighterClass(); newEnemy.Strength = statCalculations.CalculateStat(newEnemy.Strength, StatCalculations.StatTypes.STRENGTH, newEnemy.PlayerLevel); newEnemy.Strength = statCalculations.CalculateStat(newEnemy.Dexterity, StatCalculations.StatTypes.DEXTERITY, newEnemy.PlayerLevel); newEnemy.Strength = statCalculations.CalculateStat(newEnemy.Intellegence, StatCalculations.StatTypes.INTELLIGENCE, newEnemy.PlayerLevel); newEnemy.Strength = statCalculations.CalculateStat(newEnemy.Wisdom, StatCalculations.StatTypes.WISDOM, newEnemy.PlayerLevel); newEnemy.Strength = statCalculations.CalculateStat(newEnemy.Charisma, StatCalculations.StatTypes.CHARISMA, newEnemy.PlayerLevel); newEnemy.CurrentHitPoints = 100; Debug.Log(newEnemy.CurrentHitPoints); Debug.Break(); //newEnemy.MaxHitPoints = 100; newEnemy.CurrentEnergy = newEnemy.MaxEnergy = 50; }
private void CreateNewEnemy() { newEnemy.PlayerName = enemyNames[Random.Range(0, enemyNames.Length + 1)]; newEnemy.PlayerLevel = Random.Range(GameInformation.PlayerLevel - 2, GameInformation.PlayerLevel + 2); newEnemy.PlayerClass = classTypes[Random.Range(0, classTypes.Length + 1)]; // Randomly choose a class out of the array above newEnemy.Stamina = statCalculations.CalculateStat(newEnemy.Stamina, StatCalculations.StatType.STAMINA, newEnemy.PlayerLevel); newEnemy.Endurance = statCalculations.CalculateStat(newEnemy.Endurance, StatCalculations.StatType.STAMINA, newEnemy.PlayerLevel); newEnemy.Intellect = statCalculations.CalculateStat(newEnemy.Intellect, StatCalculations.StatType.STAMINA, newEnemy.PlayerLevel); newEnemy.Strength = statCalculations.CalculateStat(newEnemy.Strength, StatCalculations.StatType.STAMINA, newEnemy.PlayerLevel); }
public void CreateNewEnemy() { newEnemy.PlayerName = enemyNames[Random.Range(0, enemyNames.Length)]; newEnemy.PlayerLevel = Random.Range(GameInformation.PlayerLevel - 2, GameInformation.PlayerLevel + 2); newEnemy.Stamina = StatCalculation.CalculateStat(newEnemy.Stamina, StatCalculations.StatType.stamina, newEnemy.PlayerLevel, true); newEnemy.Intellect = StatCalculation.CalculateStat(newEnemy.Intellect, StatCalculations.StatType.intellect, newEnemy.PlayerLevel, true); newEnemy.Strength = StatCalculation.CalculateStat(newEnemy.Strength, StatCalculations.StatType.strength, newEnemy.PlayerLevel, true); newEnemy.Endurance = StatCalculation.CalculateStat(newEnemy.Endurance, StatCalculations.StatType.endurance, newEnemy.PlayerLevel, true); }
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 CreateNewEnemy() { // pull base values from dictionary created via xml newEnemy.PlayerName = enemyNames[Random.Range(0, enemyNames.Length)]; // chosen from dictionary with set stats that are slightly modified int highestLevel = (GameInformation.PlayerCPU / 5) * 5 + 5; // enemyTeir * 5; int lowestLevel = highestLevel - 5; newEnemy.CPULevel = Random.Range(lowestLevel, highestLevel + 1); // replace playerlevel with enemy teir newEnemy.PlayerClass = new BaseWardenClass(); // replace with enemy class via randomly selected enemy newEnemy.ICE = statCalculations.CalculateStat(10, StatCalculations.StatType.ICE, newEnemy.CPULevel); newEnemy.RAM = statCalculations.CalculateStat(100, StatCalculations.StatType.RAM, newEnemy.CPULevel); newEnemy.Strength = statCalculations.CalculateStat(3, StatCalculations.StatType.STRENGTH, newEnemy.CPULevel); newEnemy.Dexterity = statCalculations.CalculateStat(3, StatCalculations.StatType.DEXTERITY, newEnemy.CPULevel); newEnemy.Intellect = statCalculations.CalculateStat(3, StatCalculations.StatType.INTELLECT, newEnemy.CPULevel); TurnBasedCombatStateMachine.Enemy = newEnemy; }
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; }
private void SetupNewStats() { maxHP = statCalculationsScript.CalculateHP(baseHP, level, hpIV, hpEV); curMaxHP = maxHP; maxPP = statCalculationsScript.CalculatePP(basePP, level); curMaxPP = maxPP; maxATK = statCalculationsScript.CalculateStat(baseATK, level, atkIV, atkEV, nature, StatCalculations.StatTypes.ATTACK); maxDEF = statCalculationsScript.CalculateStat(baseDEF, level, defIV, defEV, nature, StatCalculations.StatTypes.DEFENSE); maxSPATK = statCalculationsScript.CalculateStat(baseSPATK, level, spatkIV, spatkEV, nature, StatCalculations.StatTypes.SPECIALATTACK); maxSPDEF = statCalculationsScript.CalculateStat(baseSPDEF, level, spdefIV, spdefEV, nature, StatCalculations.StatTypes.SPECIALDEFENSE); maxSPD = statCalculationsScript.CalculateStat(baseSPD, level, spdIV, spdEV, nature, StatCalculations.StatTypes.SPEED); curHP = curMaxHP; curPP = curMaxPP; curATK = maxATK; curDEF = maxDEF; curSPATK = maxSPATK; curSPDEF = maxSPDEF; curSPD = maxSPD; evasion = 1.0f; accuracy = 1.0f; lastRequiredEXP = calculateEXPScript.CalculateCurrentXP(level - 1, levelingRate); currentEXP = calculateEXPScript.CalculateCurrentXP(level, levelingRate); nextRequiredEXP = calculateEXPScript.CalculateRequiredXP(level, levelingRate); }