예제 #1
0
        public static float GetWeaponRateFactor(CharacterModel character, WeaponItemModel itemModel)
        {
            //lower is better
            float factor = 1.0f;

            switch (itemModel.SkillType)
            {
            case WeaponSkillType.Melee:
                factor -= character.DerivedStats.Skills[SkillType.MeleeAlacrity] / 100f;
                factor -= character.DerivedStats.Stats[StatType.Dexterity] / 100f;
                break;

            case WeaponSkillType.Archery:
                factor -= character.DerivedStats.Skills[SkillType.Archery] / 400f;     //you can't really increase archery fire rate much
                factor -= character.DerivedStats.Stats[StatType.Dexterity] / 100f;
                break;

            case WeaponSkillType.Guns:
                factor -= character.DerivedStats.Skills[SkillType.GunsRapidity] / 100f;
                factor -= character.DerivedStats.Stats[StatType.Dexterity] / 200f;
                break;
            }

            return(Mathf.Clamp(factor, 0.5f, 2.0f));
        }
예제 #2
0
파일: RpgValues.cs 프로젝트: XCVG/quattro
        public static float GetWeaponReloadFactor(CharacterModel character, WeaponItemModel itemModel)
        {
            //lower is better
            float factor = 1.0f;

            switch (itemModel.SkillType)
            {
            case WeaponSkillType.Guns:
                factor -= character.DerivedStats.Skills[SkillType.GunsRapidity] / 100f;
                factor -= character.DerivedStats.Stats[StatType.Dexterity] / 100f;
                break;
            }

            return(Mathf.Clamp(factor, 0.5f, 2.0f));
        }
예제 #3
0
파일: RpgValues.cs 프로젝트: XCVG/quattro
        public static float GetWeaponRecoveryFactor(CharacterModel character, WeaponItemModel itemModel)
        {
            //higher is better
            float factor = 1.0f;

            switch (itemModel.SkillType)
            {
            case WeaponSkillType.Archery:
                factor += character.DerivedStats.Skills[SkillType.ArcherySteady] / 100f;
                factor += character.DerivedStats.Stats[StatType.Dexterity] / 50f;
                break;

            case WeaponSkillType.Guns:
                factor += character.DerivedStats.Skills[SkillType.GunsAccuracy] / 200f;
                factor += character.DerivedStats.Stats[StatType.Dexterity] / 50f;
                break;
            }

            return(Mathf.Clamp(factor, 0.25f, 2.0f));
        }
예제 #4
0
파일: RpgValues.cs 프로젝트: XCVG/quattro
        public static float GetWeaponEnergyCostFactor(CharacterModel character, WeaponItemModel itemModel)
        {
            //lower is better
            float factor = 1.0f;

            switch (itemModel.SkillType)
            {
            case WeaponSkillType.Melee:
                factor -= character.DerivedStats.Skills[SkillType.MeleePrecision] / 100f;
                factor -= character.DerivedStats.Stats[StatType.Dexterity] / 100f;
                factor -= character.DerivedStats.Stats[StatType.Resilience] / 100f;
                break;

            case WeaponSkillType.Archery:
                factor -= character.DerivedStats.Skills[SkillType.Archery] / 200f;
                factor -= character.DerivedStats.Skills[SkillType.ArcheryDraw] / 100f;
                factor -= character.DerivedStats.Stats[StatType.Dexterity] / 100f;
                break;
            }

            return(Mathf.Clamp(factor, 0.25f, 2.0f));
        }