//still need to work on private void calcType(BaseSkills.PowerTypes powerType, int skillType) { CalcDerivedOther getModiferOther = new CalcDerivedOther(); CalcDerivedHP getModifierHP = new CalcDerivedHP(); bool test = false; byte tempHolder = 0; //float statModifer = .1f; if (powerType == BaseSkills.PowerTypes.NONE) { Debug.Log("Error based on powerType is " + powerType); return; } else if (powerType == BaseSkills.PowerTypes.AGILITY) { test = true; if (BattleStateMachine.currentUser < BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.players[BattleStateMachine.currentUser].Agility; } else if (BattleStateMachine.currentUser < BattleStateMachine.npcs.Count + BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.npcs[BattleStateMachine.currentUser - BattleStateMachine.players.Count].Agility; } else { tempHolder = BattleStateMachine.monsters[BattleStateMachine.currentUser - 4].Agility; } modifier = getModiferOther.CalculateDerivedStatByte(tempHolder, 0, StatCalculations.DerivedStatTypes.Speed); } else if (powerType == BaseSkills.PowerTypes.INTELECT) { test = true; if (BattleStateMachine.currentUser < BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.players[BattleStateMachine.currentUser].Intelect; } else if (BattleStateMachine.currentUser < BattleStateMachine.npcs.Count + BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.npcs[BattleStateMachine.currentUser - BattleStateMachine.players.Count].Intelect; } else { tempHolder = BattleStateMachine.monsters[BattleStateMachine.currentUser - 4].Intelect; } modifier = getModiferOther.CalculateDerivedStatByte(tempHolder, 0, StatCalculations.DerivedStatTypes.MagicPower); } else if (powerType == BaseSkills.PowerTypes.SPIRIT) { test = true; if (BattleStateMachine.currentUser < BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.players[BattleStateMachine.currentUser].Spirit; } else if (BattleStateMachine.currentUser < BattleStateMachine.npcs.Count + BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.npcs[BattleStateMachine.currentUser - BattleStateMachine.players.Count].Spirit; } else { tempHolder = BattleStateMachine.monsters[BattleStateMachine.currentUser - 4].Spirit; } modifier = getModiferOther.CalculateDerivedStatByte(tempHolder, 0, StatCalculations.DerivedStatTypes.MagDmgNeg); } else if (powerType == BaseSkills.PowerTypes.STAMINA) { test = true; if (BattleStateMachine.currentUser < BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.players[BattleStateMachine.currentUser].Stamina; } else if (BattleStateMachine.currentUser < BattleStateMachine.npcs.Count + BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.npcs[BattleStateMachine.currentUser - BattleStateMachine.players.Count].Stamina; } else { tempHolder = BattleStateMachine.monsters[BattleStateMachine.currentUser - 4].Stamina; } modifier = getModifierHP.CalculateDerivedStatUshort(tempHolder, 0, StatCalculations.DerivedStatTypes.HealthPoints); } else if (powerType == BaseSkills.PowerTypes.VITALITY) { test = true; if (BattleStateMachine.currentUser < BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.players[BattleStateMachine.currentUser].Vitality; } else if (BattleStateMachine.currentUser < BattleStateMachine.npcs.Count + BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.npcs[BattleStateMachine.currentUser - BattleStateMachine.players.Count].Vitality; } else { tempHolder = BattleStateMachine.monsters[BattleStateMachine.currentUser - 4].Vitality; } modifier = getModiferOther.CalculateDerivedStatByte(tempHolder, 0, StatCalculations.DerivedStatTypes.PhyDmgNeg); } else if (powerType == BaseSkills.PowerTypes.STRENGTH) { test = true; if (BattleStateMachine.currentUser < BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.players[BattleStateMachine.currentUser].Strength; } else if (BattleStateMachine.currentUser < BattleStateMachine.npcs.Count + BattleStateMachine.players.Count) { tempHolder = BattleStateMachine.npcs[BattleStateMachine.currentUser - BattleStateMachine.players.Count].Strength; } else { tempHolder = BattleStateMachine.monsters[BattleStateMachine.currentUser - 4].Strength; } modifier = getModiferOther.CalculateDerivedStatByte(tempHolder, 0, StatCalculations.DerivedStatTypes.AttackPower); } if (test) { return; } else if (powerType == BaseSkills.PowerTypes.POWERPOINTS) //not ready yet { modifier = skillType * GameInformation.Strength * GameInformation.Intelect; } else if (powerType == BaseSkills.PowerTypes.MANA) { modifier = skillType * GameInformation.Intelect; } }