Пример #1
0
 public static void CheckForLevelUp(BasePlayableCharacter character)
 {
     while (character.CurrExp >= character.ExpToNextLevel)
     {
         LevelUp(character);
     }
 }
Пример #2
0
 //Calls the various methods that increase each stat.
 public static void LevelUp(BasePlayableCharacter character)
 {
     if (character.CurrLevel == 0)
     {
         character.CurrLevel++;
         character.ExpToNextLevel = GetExpNeeded(character.CurrLevel);
         character.Strength       = (int)Math.Floor(Math.Sqrt((200 + (character.StrengthPotential * 10)) * (character.CurrLevel + 8)) - 35);
         character.Defense        = (int)Math.Floor(Math.Sqrt((200 + (character.DefensePotential * 10)) * (character.CurrLevel + 8)) - 35);
         character.Intelligence   = (int)Math.Floor(Math.Sqrt((200 + (character.IntelligencePotential * 10)) * (character.CurrLevel + 8)) - 35);
         character.Will           = (int)Math.Floor(Math.Sqrt((200 + (character.WillPotential * 10)) * (character.CurrLevel + 8)) - 35);
         character.Speed          = (int)Math.Floor(Math.Sqrt((200 + (character.SpeedPotential * 10)) * (character.CurrLevel + 8)) - 35);
         character.Agility        = (int)Math.Floor(Math.Sqrt((200 + (character.AgilityPotential * 10)) * (character.CurrLevel + 8)) - 35);
         character.MaxHp          = (int)Math.Floor((60 + character.MaxHpPotential) * Math.Log10(character.CurrLevel + 7) + 177 - (50 * character.CurrLevel));
         character.MaxMp          = (int)Math.Floor(((Math.Log10(character.CurrLevel) * (character.CurrLevel) * 90) / 20) + 57 + character.MaxMpPotential);
     }
     else
     {
         character.CurrLevel++;
         character.ExpToNextLevel = GetExpNeeded(character.CurrLevel);
         character.Strength       = LevelUpStat(character.StrengthPotential, character.CurrLevel, character.Strength);
         character.Defense        = LevelUpStat(character.DefensePotential, character.CurrLevel, character.Defense);
         character.Intelligence   = LevelUpStat(character.IntelligencePotential, character.CurrLevel, character.Intelligence);
         character.Will           = LevelUpStat(character.WillPotential, character.CurrLevel, character.Will);
         character.Speed          = LevelUpStat(character.SpeedPotential, character.CurrLevel, character.Speed);
         character.Agility        = LevelUpStat(character.AgilityPotential, character.CurrLevel, character.Agility);
         character.MaxHp          = LevelUpMaxHp(character);
         character.MaxMp          = LevelUpMaxMp(character);
     }
 }
Пример #3
0
    public static int LevelUpMaxMp(BasePlayableCharacter character)
    {
        tempStatMod = character.MaxMp - (int)Math.Floor(((Math.Log10(character.CurrLevel - 1) * (character.CurrLevel - 1) * 90) / 20) + 57 + character.MaxMpPotential);

        return((int)Math.Floor(((Math.Log10(character.CurrLevel) * (character.CurrLevel) * 90) / 20) + 57 + character.MaxMpPotential) + tempStatMod);
    }
Пример #4
0
    public static int LevelUpMaxHp(BasePlayableCharacter character)
    {
        tempStatMod = character.MaxHp - (int)Math.Floor((60 + character.MaxHpPotential) * Math.Log10((character.CurrLevel - 1) + 7) + 177 - (50 * (character.CurrLevel - 1)));

        return((int)Math.Floor((60 + character.MaxHpPotential) * Math.Log10(character.CurrLevel + 7) + 177 - (50 * character.CurrLevel)) + tempStatMod);
    }
Пример #5
0
 public static void AddMemberToParty(BasePlayableCharacter member)
 {
     party.Add(member);
 }