void Initialized() { BaseWarriorClass warrior = new BaseWarriorClass(); // Need to make a method that gets the stats from warrior, baseCharacter.classess = BaseCharacterClass.CharacterClasses.WARRIOR; GameInformation.PlayerClass = baseCharacter; GameInformation.PlayerName = "Anaku";// Will change later once we get the actual names of the heros in the story. GameInformation.PlayerLevel = 0; GameInformation.Agility = warrior.Agility; GameInformation.Strength = warrior.Strength; GameInformation.Intellect = warrior.Intellect; GameInformation.Mastery = warrior.Mastery; GameInformation.Stamina = warrior.Stamina; GameInformation.Resistance = 100; GameInformation.Endurance = warrior.Endurance; GameInformation.PlayerHealth = calculations.CalculateHealth(GameInformation.Endurance); GameInformation.PlayerEnergy = calculations.CalculateEnergy(GameInformation.Intellect); GameInformation.CurrentXp = 0; GameInformation.CritChance = 5 + (GameInformation.Agility * 0.2f); // Affected by agility and items GameInformation.CritDamage = 2 * ((GameInformation.Agility * 0.1f) / 100); // Affect by agility and some items GameInformation.Zodiac = new BaseTigerClass(); // The zodiac side and zodiac you are GameInformation.SummonsUp = 0; basePlayer.SetStats(false); basePlayer.StatPointsToAllocate = 0; basePlayer.PlayerClass = GameInformation.PlayerClass; // This will be how we calculate the p layers main stat. LevelUp levelUp = new LevelUp(); for (int i = 0; i < level; i++) { levelUp.LevelUpCharacter(); } Debug.Log(GameInformation.RequiredXP); }
private static void CheckIfPlayerCanBeLeveled() { if (GameInformation.CurrentXp >= GameInformation.RequiredXp) { _leveUpScript.LevelUpCharacter(); } }
private static void CheckToSeeIfPlayerLeveled() { if (GameInformation.CurrentExp >= GameInformation.RequiredExp) { levelUpScript.LevelUpCharacter(); } }
private static void CheckIfPlayerLeveled() { if (GameInformation.CurrentXP >= GameInformation.RequiredXP) { levelUp.LevelUpCharacter(); } }
//private static LevelUp levelUp = new LevelUp(); public static void AddExperience(int XP) //Increases player experience for every player in the party and checks if conditions for level up are met { GameInformation.Player1Experience += XP; if (GameInformation.Player1Experience >= GameInformation.Player1Required) { BaseCharacterClass playerClass = new BaseHeroClass(); LevelUp.LevelUpCharacter(playerClass, GameInformation.Player1Level); } if (GameInformation.Player2 != 0) { GameInformation.Player2Experience += XP; if (GameInformation.Player2Experience >= GameInformation.Player2Required) { //Level Up Function } } if (GameInformation.Player3 != 0) { GameInformation.Player3Experience += XP; if (GameInformation.Player3Experience >= GameInformation.Player3Required) { //Level Up Function } } if (GameInformation.Player4 != 0) { GameInformation.Player4Experience += XP; if (GameInformation.Player4Experience >= GameInformation.Player4Required) { //Level Up Function } } }
private static void CheckIfPlayerLeveled() { bool tempBool = true; while (tempBool == true) { if (GameInformation.CurrentXP >= GameInformation.RequiredXP) { int temp = GameInformation.CurrentXP - GameInformation.RequiredXP; //Get spare xp GameInformation.PlayerLevel++; //Increase player level by one //GameInformation.RequiredXP += 50; //Increase the requiredXP amount levelUpScript.LevelUpCharacter(); GameInformation.CurrentXP = 0; //Reset CurrentXP to 0 if (temp > 0) { GameInformation.CurrentXP += temp; //Add any additional XP gained. } } else { tempBool = false; } } }
//public static void AddExplorationExperience() //{ //exploration xp??? //work in progress //} //public static void LoseExperience() //{ //lose xp from losing a fight //making wrong decision? //not to reduce level //} /**************************CheckLevelUp************************************* * In: * Out: * Purpose: Checks to see if the player leveled up after awarding XP * **************************************************************************/ private static void CheckLevelUp() { if (GameInfoManager.CurrentXP >= GameInfoManager.RequiredXP) { //level up levelUp.LevelUpCharacter(); } }
private void Update() { if (GameInformation.CurrentXp > GameInformation.RequiredXP) { LevelUp level = new LevelUp(); level.LevelUpCharacter(); } }
private static void CheckLevelIncrease() { if (GameInformation.CurrentXP >= GameInformation.RequiredXP) { //Level up player levelUpScript.LevelUpCharacter(); } }
private static void CheckToSeeIfPlayerLeveled() { while (GameInformation.PlayerCurrentExp >= GameInformation.PlayerRequriredExp) { //level up the player levelUpScript.LevelUpCharacter(); } }
private static void CheckIfPlayerLeveled() //check players current level and if it increased { if (GameInformation.CurrentExp >= GameInformation.RequiredExp) //Character level up { //Level Up Script levelUpScript.LevelUpCharacter(); } }
private static void CheckIfLeveled() { if (GameInformation.CurrentXP >= GameInformation.RequiredXP) { // player has leveled up levelUpScript.LevelUpCharacter(); } }
private static void CheckToSeeIfPlayerLeveled() { if (GameInformation.CurrentEXP >= GameInformation.RequiredEXP) { // Player has leveled up levelUpScript.LevelUpCharacter(); } }
private static void CheckIfLevelUp() { if (GameInformation.CurrentXP >= GameInformation.RequiredXP) { //player levelled up //TODO: create level up script levelUpScript.LevelUpCharacter(); } }
private static void CheckToSeeIfPlayerLeveled() { if (GameInformation.CurrentXP >= GameInformation.RequiredXP) { //then the player leveled up levelUpScript.LevelUpCharacter(); //CREATE level up script } }
private static void CheckToSeeIfPlayerLeveled() { if (GameInformation.CurrentXp >= GameInformation.RequiredXP) { //LVL UP levelUpScript.LevelUpCharacter(); //Create a lvl up script } }
private static void CheckIfPlayerLeveledUp() { for (int i = 0; i < BattleStateMachine.HeroesManaging.Length; i++) { if (BattleStateMachine.HeroesManaging[i].GetComponent <HeroStateMachine>().playerStats.CurExp >= BattleStateMachine.HeroesManaging[i].GetComponent <HeroStateMachine>().playerStats.RequiredExp) { //for (int j = 0; j < BattleStateMachine.HeroesManaging[i].GetComponent<HeroStateMachine>().playerStats.CurExp/ BattleStateMachine.HeroesManaging[i].GetComponent<HeroStateMachine>().playerStats.RequiredExp; j++) LevelUpScript.LevelUpCharacter(i); } } }
//Send the iD of the completed Quest /// <summary> ///ID has to be 1 or greater /// </summary> /// <param name="iD"></param> /// <returns></returns> public override void CompleteQuest(int iD) { FetchQuest fetchQuest = new FetchQuest(); fetchQuest = (FetchQuest)quest[iD - 1]; fetchQuest.isQuestComplete = true; GameInformation.CurrentXp += GetXPReward(iD); if (GameInformation.CurrentXp > GameInformation.RequiredXP) { LevelUp level = new LevelUp(); level.LevelUpCharacter(); } GameInformation.Gold += GetGoldReward(iD); }