internal CritBonus() : base() { critChances = new FloatModified(); if (Application.isPlaying) { critChances.bonusIsFlatFirst = FFEngine.Game.Constants.CRIT_CHANCES_MODIFIED_CONF.bonus; critChances.malusIsFlatFirst = FFEngine.Game.Constants.CRIT_CHANCES_MODIFIED_CONF.malus; critChances.reducStackMethod = FFEngine.Game.Constants.CRIT_CHANCES_MODIFIED_CONF.stack; } }
internal FloatModified Compute() { FloatModified modified = new FloatModified(); modified.BaseValue = baseValue.Value; modified.reducStackMethod = reductionStackMethod; modified.bonusIsFlatFirst = bonusIsFlatFirst; modified.malusIsFlatFirst = malusIsFlatFirst; return(modified); }
internal FloatModifiedModifier Compute() { FloatModifiedModifier mod = new FloatModifiedModifier(); FloatModified newMod = new FloatModified(); newMod.BaseValue = percent.Value; mod.percent = newMod; newMod = new FloatModified(); newMod.BaseValue = flat.Value; mod.flat = newMod; return(mod); }
internal BonusDamage() { percent = new FloatModified(); flat = new IntModified(); if (Application.isPlaying) { percent.bonusIsFlatFirst = FFEngine.Game.Constants.DAMAGE_MODIFIED_CONF.bonus; percent.malusIsFlatFirst = FFEngine.Game.Constants.DAMAGE_MODIFIED_CONF.malus; percent.reducStackMethod = FFEngine.Game.Constants.DAMAGE_MODIFIED_CONF.stack; flat.bonusIsFlatFirst = FFEngine.Game.Constants.DAMAGE_MODIFIED_CONF.bonus; flat.malusIsFlatFirst = FFEngine.Game.Constants.DAMAGE_MODIFIED_CONF.malus; flat.reducStackMethod = FFEngine.Game.Constants.DAMAGE_MODIFIED_CONF.stack; } }
internal override void Init(AInteractable a_unit) { base.Init(a_unit); if (walker != null) { walker.updateRotation = false; } _speed = new FloatModified(); if (walker != null) { BaseSpeed = walker.speed; } UpdateSpeed(); }