// ^ Skill check ^ /// <summary> /// Initializes upgrade effect, setting required default values. /// You should generally use this constructor! /// </summary> /// <param name="type"></param> public UpgradeEffect(UpgradeType type) { Type = type; Unk1 = 0; Unk2 = 0; Stat = 0; ValueType = 0; Value = 0; SkillId = 0; SkillVar = 0; Unk4 = 0x0A; Unk5 = 0; CheckType = UpgradeCheckType.None; CheckStat = 0; CheckRace = 0; CheckPtj = 0; CheckMonth = 0; CheckBroken = false; CheckTitleId = 0; CheckCondition = 0; CheckValueType = 0; CheckValue = 0; CheckSkillId = 0; CheckSkillRank = 0; }
float GetUpgradeStat(UpgradeStat stat, float multi) { int temp = 0; upgrade_stats.Data.TryGetValue(stat, out temp); return(temp * multi * 0.1f); }
public void setStat(UpgradeStat stat,UpgradeStatContainer stats) { this.stat=stat; abilityStats=stats; //update to current value Slider.sliderValue=abilityStats.Data[stat]/10f; NameLabel.text=(UpgradeStats.getUpgradeName(stat)).ToUpper(); }
public void setStat(UpgradeStat stat, UpgradeStatContainer stats) { this.stat = stat; abilityStats = stats; //update to current value Slider.sliderValue = abilityStats.Data[stat] / 10f; NameLabel.text = (UpgradeStats.getUpgradeName(stat)).ToUpper(); }
public static string getUpgradeName(UpgradeStat stat) { if (stat==UpgradeStat.Cooldown) return "Firerate"; if (stat==UpgradeStat.EnergyCost) return "Cooling"; return stat.ToString(); }
/// <summary> /// Changes effect to give a skill bonus. /// </summary> /// <param name="skillId"></param> /// <param name="skillVar"></param> /// <param name="value"></param> public void SetSkillEffect(SkillId skillId, short skillVar, short value, UpgradeValueType valueType) { Unk2 = 0x1B; Stat = UpgradeStat.Skill; ValueType = valueType; Value = value; SkillId = skillId; SkillVar = skillVar; }
/// <summary> /// Changes effect to check for the given summon to be there. /// </summary> /// <param name="summonStat"></param> public void SetSummonCheck(UpgradeStat summonStat) { if (summonStat != UpgradeStat.Pet && summonStat != UpgradeStat.BarrierSpikes && summonStat != UpgradeStat.Golem) { throw new ArgumentException(summonStat + " is not a summon stat."); } CheckType = UpgradeCheckType.WhileSummoned; CheckStat = summonStat; CheckValueType = 0; CheckValue = 0; }
/// <summary> /// Changes effect to check a stat for a value. /// </summary> /// <param name="stat"></param> /// <param name="checkType"></param> /// <param name="value"></param> public void SetStatCheck(UpgradeStat stat, UpgradeCheckType checkType, short value, UpgradeValueType valueType) { if (checkType < UpgradeCheckType.GreaterThan || checkType > UpgradeCheckType.Equal) { throw new ArgumentException(checkType + " is not a stat check."); } CheckType = checkType; CheckStat = stat; CheckValueType = valueType; CheckValue = value; }
public static string getUpgradeName(UpgradeStat stat) { if (stat == UpgradeStat.Cooldown) { return("Firerate"); } if (stat == UpgradeStat.EnergyCost) { return("Cooling"); } return(stat.ToString()); }
/// <summary> /// Changes effect to give a stat bonus. /// </summary> /// <param name="stat"></param> /// <param name="value"></param> /// <param name="valueType"></param> public void SetStatEffect(UpgradeStat stat, short value, UpgradeValueType valueType) { if (stat < UpgradeStat.Fire || stat > UpgradeStat.Lightning) { Unk2 = 0x00; } else { Unk2 = 0x02; } Stat = stat; ValueType = valueType; Value = value; }
/// <summary> /// Changes effect to give a stat bonus. /// </summary> /// <param name="stat"></param> /// <param name="value"></param> /// <param name="valueType"></param> public void SetStatEffect(UpgradeStat stat, short value, UpgradeValueType valueType) { if (stat < UpgradeStat.Fire || stat > UpgradeStat.Lightning) Unk2 = 0x00; else Unk2 = 0x02; Stat = stat; ValueType = valueType; Value = value; }
float GetUpgradeStat(UpgradeStat stat,float multi) { int temp=0; upgrade_stats.Data.TryGetValue(stat,out temp); return temp*multi*0.1f; }
/// <summary> /// Changes effect to check for the given summon to be there. /// </summary> /// <param name="summonStat"></param> public void SetSummonCheck(UpgradeStat summonStat) { if (summonStat != UpgradeStat.Pet && summonStat != UpgradeStat.BarrierSpikes && summonStat != UpgradeStat.Golem) throw new ArgumentException(summonStat + " is not a summon stat."); CheckType = UpgradeCheckType.WhileSummoned; CheckStat = summonStat; CheckValueType = 0; CheckValue = 0; }
/// <summary> /// Changes effect to check a stat for a value. /// </summary> /// <param name="stat"></param> /// <param name="checkType"></param> /// <param name="value"></param> public void SetStatCheck(UpgradeStat stat, UpgradeCheckType checkType, short value, UpgradeValueType valueType) { if (checkType < UpgradeCheckType.GreaterThan || checkType > UpgradeCheckType.Equal) throw new ArgumentException(checkType + " is not a stat check."); CheckType = checkType; CheckStat = stat; CheckValueType = valueType; CheckValue = value; }
public static Stat ToStat(this UpgradeStat upgradeStat) { switch (upgradeStat) { case UpgradeStat.MinDamage: return(Stat.AttackMinMod); case UpgradeStat.MaxDamage: return(Stat.AttackMaxMod); case UpgradeStat.MinInjuryRate: return(Stat.InjuryMinMod); case UpgradeStat.MaxInjuryRate: return(Stat.InjuryMaxMod); case UpgradeStat.Critical: return(Stat.CriticalMod); case UpgradeStat.DamageBalance: return(Stat.BalanceMod); case UpgradeStat.Defense: return(Stat.DefenseMod); case UpgradeStat.Protection: return(Stat.ProtectionMod); case UpgradeStat.STR: return(Stat.StrMod); case UpgradeStat.Dexterity: return(Stat.DexMod); case UpgradeStat.Intelligence: return(Stat.IntMod); case UpgradeStat.Will: return(Stat.WillMod); case UpgradeStat.Luck: return(Stat.LuckMod); case UpgradeStat.MaxHP: return(Stat.LifeMaxMod); case UpgradeStat.MaxMP: return(Stat.ManaMaxMod); case UpgradeStat.MaxStamina: return(Stat.StaminaMaxMod); case UpgradeStat.MagicAttack: return(Stat.MagicAttackMod); case UpgradeStat.MagicDefense: return(Stat.MagicDefenseMod); case UpgradeStat.CombatPower: return(Stat.CombatPowerMod); case UpgradeStat.Lightning: return(Stat.ElementLightning); case UpgradeStat.Ice: return(Stat.ElementIce); case UpgradeStat.Fire: return(Stat.ElementFire); case UpgradeStat.PoisonImmunity: return(Stat.PoisonImmuneMod); case UpgradeStat.PiercingLevel: return(Stat.ArmorPierceMod); //case UpgradeStat.Quality: return Stat.; //case UpgradeStat.StompDefense: return Stat.; //case UpgradeStat.AttackSpeed: return Stat.; //case UpgradeStat.LessenManaUsage: return Stat.; //case UpgradeStat.StaminaUsage: return Stat.; //case UpgradeStat.MusicBuffEffect: return Stat.; //case UpgradeStat.MusicBuffDuration: return Stat.; //case UpgradeStat.MarionetteMinDamage: return Stat.; //case UpgradeStat.MarionetteMaxDamage: return Stat.; //case UpgradeStat.MarionetteMagicDefense: return Stat.; //case UpgradeStat.MarionetteHP: return Stat.; //case UpgradeStat.MarionetteDefense: return Stat.; //case UpgradeStat.MarionetteProtection: return Stat.; //case UpgradeStat.ControlMarionetteMinDamage: return Stat.; //case UpgradeStat.ControlMarionetteMaxDamage: return Stat.; //case UpgradeStat.FrozenBlastDuration: return Stat.; //case UpgradeStat.FrozenBlastRange: return Stat.; //case UpgradeStat.FireAlchemicDamage: return Stat.; //case UpgradeStat.WaterAlchemicDamage: return Stat.; //case UpgradeStat.WindAlchemicDamage: return Stat.; //case UpgradeStat.ClayAlchemicDamage: return Stat.; //case UpgradeStat.AlchemySuccessRateIncreased: return Stat.; //case UpgradeStat.BarrierSpikes: return Stat.; //case UpgradeStat.BarrierSpikesDurability: return Stat.; //case UpgradeStat.ControlCriticalRate: return Stat.; //case UpgradeStat.ControlCriticalBalanceBoosted: return Stat.; //case UpgradeStat.ExplosionDefense: return Stat.; //case UpgradeStat.SynthesisSuccessRate: return Stat.; //case UpgradeStat.CrystalMakingSuccessRate: return Stat.; //case UpgradeStat.FragmentationSuccessRate: return Stat.; default: return(Stat.None); } }