public void setStatColor(Pokemon pokemon) { for (int i = 1; i < statTextsTotal.Count; i++) { if (NatureEffect.GetNatureModifier(pokemon.Nature, dictionary[i]) == 1.1f) { statTextsTotal[i].color = highStatColor; } else if (NatureEffect.GetNatureModifier(pokemon.Nature, dictionary[i]) == 0.9f) { statTextsTotal[i].color = lowStatColor; } else { statTextsTotal[i].color = Color.black; } } }
public void RefreshStats() { Stats[Stat.Attack] = Mathf.FloorToInt(((((Base.Attack * 2 + IV[Stat.Attack] + (EV[Stat.Attack] / 4)) * Level) / 100f) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.Attack)); Stats[Stat.Defense] = Mathf.FloorToInt(((((Base.Defense * 2 + IV[Stat.Defense] + (EV[Stat.Defense] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.Defense)); Stats[Stat.SpAttack] = Mathf.FloorToInt(((((Base.SpAttack * 2 + IV[Stat.SpAttack] + (EV[Stat.SpAttack] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.SpAttack)); Stats[Stat.SpDefense] = Mathf.FloorToInt(((((Base.SpDefense * 2 + IV[Stat.SpDefense] + (EV[Stat.SpDefense] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.SpDefense)); Stats[Stat.Speed] = Mathf.FloorToInt(((((Base.Speed * 2 + IV[Stat.Speed] + (EV[Stat.Speed] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.Speed)); Stats[Stat.Hp] = Mathf.FloorToInt(((Base.Hp * 2 + IV[Stat.Hp] + (EV[Stat.Hp] / 4)) * Level) / 100) + Level + 10; }
public void CalculateStats() { Stats = new Dictionary <Stat, int>(); Stats.Add(Stat.Attack, Mathf.FloorToInt(((((Base.Attack * 2 + IV[Stat.Attack] + (EV[Stat.Attack] / 4)) * Level) / 100f) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.Attack))); Stats.Add(Stat.Defense, Mathf.FloorToInt(((((Base.Defense * 2 + IV[Stat.Defense] + (EV[Stat.Defense] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.Defense))); Stats.Add(Stat.SpAttack, Mathf.FloorToInt(((((Base.SpAttack * 2 + IV[Stat.SpAttack] + (EV[Stat.SpAttack] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.SpAttack))); Stats.Add(Stat.SpDefense, Mathf.FloorToInt(((((Base.SpDefense * 2 + IV[Stat.SpDefense] + (EV[Stat.SpDefense] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.SpDefense))); Stats.Add(Stat.Speed, Mathf.FloorToInt(((((Base.Speed * 2 + IV[Stat.Speed] + (EV[Stat.Speed] / 4)) * Level) / 100) + 5) * NatureEffect.GetNatureModifier(Nature, Stat.Speed))); Stats.Add(Stat.Accurarcy, 1); MaxHP = Mathf.FloorToInt(((Base.Hp * 2 + IV[Stat.Hp] + (EV[Stat.Hp] / 4)) * Level) / 100) + Level + 10; Stats.Add(Stat.Hp, Mathf.FloorToInt(((Base.Hp * 2 + IV[Stat.Hp] + (EV[Stat.Hp] / 4)) * Level) / 100) + Level + 10); }