Пример #1
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 public void OneVOneOnClick()
 {
     GetComponent <CanvasGroup>().interactable = false;
     SyncActions = false;
     PopUpNotification.Push("Do you want to queue up for " + MyText.Colofied(" Arena 1v1", "yellow") + "?", PopUpNotification.Type.Select);
     StartCoroutine(PopUpNotification.WaitForDecisionThenPerformAction(QueueUpArena, CancelRequest));
 }
Пример #2
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 string DescriptionTemplate(StandingStilllvl[] AllLvls, int Index)
 {
     return("\nInstantly gain " + MyText.Colofied(AllLvls[Index].Heal_MaxHP_Percentage + "%", highlight) + " of your MAX HP back and a healing buff to heal " + MyText.Colofied(AllLvls[Index].DotHeal_MaxHP_Percentage + "%", highlight) + " of your MAX HP you every second for " + Duration + " secs.\n\nCost: " + MyText.Colofied(AllLvls[Index].EssenseCost + " Essense", highlight) + "\nCD: " + MyText.Colofied(AllLvls[Index].CD + " secs", highlight));
 }
Пример #3
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    //public Stack<Collider2D> HittedStack = new Stack<Collider2D>();

    string DescriptionTemplate(PhantomChargelvl[] AllLvls, int Index)
    {
        return("\nTurn into a black mist and charge forward with speed of " + MyText.Colofied(AllLvls[Index].Force, highlight) + ", dealing " + MyText.Colofied(AllLvls[Index].DamageScale + "%", highlight) + " damage to collided enemies and stun them for " + StunDuration + " sec(s).\n\n Cost: " + MyText.Colofied(AllLvls[Index].EssenseCost + " Essense", highlight) + "\nCD: " + MyText.Colofied(AllLvls[Index].CD + "secs", highlight));
    }
Пример #4
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 string DescriptionTemplate(BrutalWeaponMasterylvl[] AllLvls, int Index)
 {
     return("\nReduce essense cost on your auto attack by " + MyText.Colofied(AllLvls[Index].EssenseCost_DEC_Percentage + "%", highlight) + " if you have Two-Handed Warrior weapon equipped.");
 }
Пример #5
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 string DescriptionTemplate(IronWeaponMasterylvl[] AllLvls, int Index)
 {
     return("\nIncrease your defensive by " + MyText.Colofied(AllLvls[Index].DEF_INC_Percentage + "%", highlight) + " when you have a shield equipped.");
 }
Пример #6
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 string DescriptionTemplate(Furylvl[] AllLvls, int Index)
 {
     return("\nBoost your attack speed by " + MyText.Colofied(AllLvls[Index].AttkSpd_INC_Percentage + "%", highlight) + " for " + MyText.Colofied(AllLvls[Index].Duration + " secs", highlight) + "\n\nCost: " + MyText.Colofied(AllLvls[Index].EssenseCost + " Essense", highlight) + "\nCD: " + MyText.Colofied(AllLvls[Index].CD + " secs", highlight));
 }
Пример #7
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 string DescriptionTemplate(Retaliationlvl[] AllLvls, int Index)
 {
     return("\nUpon taking damage, you have " + MyText.Colofied(AllLvls[Index].TriggerChance + "%", highlight) + " chance to reflect " + MyText.Colofied(AllLvls[Index].Reflected_DMG_Percentage + "%", highlight) + " taken damge to attacker as true damage.");
 }
Пример #8
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 string DescriptionTemplate(BloodyHandlvl[] AllLvls, int Index)
 {
     return("\nSummon a size " + MyText.Colofied(AllLvls[Index].RangeScale, highlight) + " bloody hand to deal " + MyText.Colofied(AllLvls[Index].DamageScale + "%", highlight) + " damage and grab enemies for you.\n\nCost: " + MyText.Colofied(AllLvls[Index].EssenseCost + " Essense", highlight) + "\nCD: " + MyText.Colofied(AllLvls[Index].CD + " secs", highlight));
 }
Пример #9
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 string DescriptionTemplate(Gritlvl[] AllLvls, int Index)
 {
     return("\nIncrease your max health by " + MyText.Colofied(AllLvls[Index].HP_INC_Percentage + "%", highlight) + ".");
 }
Пример #10
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 string DescriptionTemplate(BloodForBloodlvl[] AllLvls, int Index)
 {
     return("\nIncrease your life steal by " + MyText.Colofied(AllLvls[Index].LPH_INC_Perentage + "%", highlight) + " when your health fall below " + HealthTriggerThreshold + " %.Effect lasts " + Duration + " secs and can not be triggered again within " + TriggerCD + " secs.");
 }
Пример #11
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 string DescriptionTemplate(WarStomplvl[] AllLvls, int Index)
 {
     return("\nHeavily stomp the ground, dealing " + MyText.Colofied(AllLvls[Index].DamageScale + "%", highlight) + " * Stomp Charge (Up to 2) damage to nearby foes and stun them for " + MyText.Colofied(AllLvls[Index].StunDuration + " secs", highlight) + ". Chagre it for bigger stomp.\n\nCost: " + MyText.Colofied(AllLvls[Index].EssenseCost + " Essense", highlight) + "\nCD: " + MyText.Colofied(AllLvls[Index].CD + " secs", highlight));
 }
Пример #12
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 string DescriptionTemplate(Bashlvl[] AllLvls, int Index)
 {
     return("\nUpon dealing damage, you have " + MyText.Colofied(AllLvls[Index].TriggerChance + "%", highlight) + " chance to stun your targets for " + StunDuration + " secs.");
 }
Пример #13
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 string DescriptionTemplate(IronWilllvl[] AllLvls, int Index)
 {
     return("\nIncrease your defense by " + MyText.Colofied(AllLvls[Index].DEF_INC_Percentage + "%", highlight) + ".");
 }
Пример #14
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 string DescriptionTemplate(Ragelvl[] AllLvls, int Index)
 {
     return("\nIncrease your damage by " + MyText.Colofied(AllLvls[Index].Damage_INC_Percentage + "%", highlight) + " for " + Duration + " secs when your health fall below " + HealthTriggerThreshold + "%. Effect can not be triggered again within " + TriggerCD + " secs.");
 }
Пример #15
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 string DescriptionTemplate(Cleavelvl[] AllLvls, int Index)
 {
     return("\nSummon a dark weapon to deal " + MyText.Colofied(AllLvls[Index].DamageScale + "%", highlight) + " + Dark Weapon Size * " + MyText.Colofied(AllLvls[Index].DamageScale + "% damage", highlight) + " to enemies infront of you and knock them off. Dark weapon could be charged up to size 3, and the bigger weapon knock off enemies further.\n\nCost: " + MyText.Colofied(AllLvls[Index].EssenseCost + " Essense", highlight) + "\nCD: " + MyText.Colofied(AllLvls[Index].CD + " secs", highlight));
 }
Пример #16
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 public override void SetMessage()
 {
     InteractionNotification.Message = "Press " + MyText.Colofied(" X ", "blue") + " to talk.";
 }
Пример #17
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 string DescriptionTemplate(BattleFurylvl[] AllLvls, int Index)
 {
     return("\nUpon dealing damage, you have " + MyText.Colofied(AllLvls[Index].TriggerChance + "%", highlight) + " chance to summon a weapon dealing " + MyText.Colofied(AllLvls[Index].Sping_DamageScale + "%", highlight) + " damage to enemies around you and apply bleeding on them for " + BleedDuration + " secs to bleed " + MyText.Colofied(AllLvls[Index].Dot_DamageScale_Percentage + "%", highlight) + " damage/sec.");
 }
Пример #18
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 private void UpdateStats(Equipment E, Mode mode)
 {
     if (mode == Mode.Inventory)
     {
         if (MPC.GetEquippedItem(E.EquipType) == null)
         {
             List <int> FieldsToShow = new List <int>();
             for (int s = 0; s < Stats.Size; s++)
             {
                 if (E.Stats.stats[s] > 0)
                 {
                     FieldsToShow.Add(s);
                 }
             }
             foreach (int s in FieldsToShow)
             {
                 StringPair sp = StatsType.GetStatsTypeString(s);
                 Stats_Labels.text += sp.F;
                 Stats_Values.text += MyText.Colofied("+ " + E.Stats.Get(s) + sp.S, "lime");
                 if (s != FieldsToShow.Last())
                 {
                     Stats_Labels.text += "\n";
                     Stats_Values.text += "\n";
                 }
             }
         }
         else
         {
             Equipment  To_Compare   = MPC.GetEquippedItem(E.EquipType);
             List <int> FieldsToShow = new List <int>();
             for (int s = 0; s < Stats.Size; s++)
             {
                 if (E.Stats.stats[s] > 0)
                 {
                     FieldsToShow.Add(s);
                 }
             }
             for (int s = 0; s < Stats.Size; s++)
             {
                 if (!FieldsToShow.Contains(s) && To_Compare.Stats.stats[s] > 0)
                 {
                     FieldsToShow.Add(s);
                 }
             }
             foreach (int s in FieldsToShow)
             {
                 StringPair sp = StatsType.GetStatsTypeString(s);
                 Stats_Labels.text += sp.F;
                 float difference = E.Stats.Get(s) - To_Compare.Stats.Get(s);
                 if (difference > 0)
                 {
                     Stats_Values.text += MyText.Colofied("+" + E.Stats.Get(s) + sp.S + " (+" + difference.ToString("F1") + sp.S + ")", "lime");
                 }
                 else if (difference < 0)
                 {
                     Stats_Values.text += MyText.Colofied("+" + E.Stats.Get(s) + sp.S + " (" + difference.ToString("F1") + sp.S + ")", "red");
                 }
                 else
                 {
                     Stats_Values.text += MyText.Colofied("+" + E.Stats.Get(s) + sp.S + " (+" + difference.ToString("F1") + sp.S + ")", "white");
                 }
                 if (s != FieldsToShow.Last())
                 {
                     Stats_Labels.text += "\n";
                     Stats_Values.text += "\n";
                 }
             }
         }
     }
     else
     {
         List <int> FieldsToShow = new List <int>();
         for (int s = 0; s < Stats.Size; s++)
         {
             if (E.Stats.stats[s] > 0)
             {
                 FieldsToShow.Add(s);
             }
         }
         foreach (int s in FieldsToShow)
         {
             StringPair sp = StatsType.GetStatsTypeString(s);
             Stats_Labels.text += sp.F;
             Stats_Values.text += MyText.Colofied("+ " + E.Stats.Get(s) + sp.S, "white");
             if (s != FieldsToShow.Last())
             {
                 Stats_Labels.text += "\n";
                 Stats_Values.text += "\n";
             }
         }
     }
 }
Пример #19
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 string DescriptionTemplate(Cripplelvl[] AllLvls, int Index)
 {
     return("\nUpon taking dmg, you have " + MyText.Colofied(AllLvls[Index].TriggerChance + "%", highlight) + " chance to cripple the attacker which lowers their damage by " + MyText.Colofied(AllLvls[Index].DMG_DEC_Percentage + "%", highlight) + "% for " + Duration + " secs, Cripple effect does not stack.");
 }
Пример #20
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    void UpDateSet(Equipment E)
    {
        if (E.Set != EQUIPSET.None)
        {
            int count = 0;
            SetName.text = E.Set.ToString();
            Set           s = ((GameObject)Resources.Load("SetPrefabs/" + E.Set.ToString())).GetComponent <Set>();
            List <string> EquippedNameList = new List <string>();
            for (int i = 0; i < System.Enum.GetValues(typeof(EQUIPTYPE)).Length; i++)
            {
                Equipment equipment = MPC.GetEquippedItem((EQUIPTYPE)i);
                if (equipment != null)
                {
                    EquippedNameList.Add(equipment.Name);
                }
            }
            foreach (var e in s.SetList)
            {
                if (EquippedNameList.Contains(e.E.Name))
                {
                    SetList.text += MyText.Colofied(e.E.Name, "lime");
                    count++;
                }
                else
                {
                    SetList.text += MyText.Colofied(e.E.Name, "grey");
                }
                if (e != s.SetList.Last())
                {
                    SetList.text += "\n";
                }
            }
            foreach (Bounus b in s.Bounuses)
            {
                string b_info = "";
                b_info += "Set(" + b.condiction + "): ";
                switch (b.bounus_type)
                {
                case Bounus.BounusType.Stats:
                    StringPair sp = StatsType.GetStatsTypeString(b.stats_bounus.stats_type);
                    b_info += "Add " + sp.F + " ";
                    switch (b.stats_bounus.value_type)
                    {
                    case SetStatsField.ValueType.Raw:
                        b_info += b.stats_bounus.value;
                        break;

                    case SetStatsField.ValueType.Percentage:
                        b_info += b.stats_bounus.value + "%";
                        break;
                    }
                    break;

                case Bounus.BounusType.Passive:
                    b.passive_bounus.GenerateDescription();
                    b_info += b.passive_bounus.Name + " (" + b.passive_bounus.Description + ")";
                    break;
                }
                if (count >= b.condiction)
                {
                    SetInfo.text += MyText.Colofied(b_info, "lime");
                }
                else
                {
                    SetInfo.text += MyText.Colofied(b_info, "grey");
                }
                if (b != s.Bounuses.Last())
                {
                    SetInfo.text += "\n";
                }
            }
            transform.Find("Set").gameObject.SetActive(true);
        }
        else
        {
            transform.Find("Set").gameObject.SetActive(false);
        }
    }
Пример #21
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 string DescriptionTemplate(Vigorlvl[] AllLvls, int Index)
 {
     return("\nIncrease your damage by " + MyText.Colofied(AllLvls[Index].Damge_INC_Percentage + "%", highlight) + ".");
 }
Пример #22
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 string DescriptionTemplate(Ruinlvl[] AllLvls, int Index)
 {
     return("\nUpon dealing damage, you have " + MyText.Colofied(AllLvls[Index].TriggerChance + "%", highlight) + " chance to slow down enemy movement speed by " + MyText.Colofied(AllLvls[Index].MOVESPD_DEC_Percentage + "%", highlight) + " for " + Duration + " secs.");
 }