public int GetStatLevel(StatNames id) { switch (id) { case StatNames.HP: return(hp); break; case StatNames.SPD: return(speed); break; case StatNames.PASSIVE: return(passiveSkill); break; case StatNames.SKILL: return(skill); break; default: break; } return(1); }
public void displayStatRequirement(Transform parentPanel, StatNames type, int amount) { GameObject resInstance = Instantiate(requirementPrefab, parentPanel.transform.position, parentPanel.transform.rotation, parentPanel); resInstance.transform.GetChild(0).GetComponent <Text>().text = amount.ToString(); resInstance.transform.GetChild(1).GetComponent <Image>().sprite = getStatIcon(type); resInstance.GetComponent <RequirementDataHolder>().reqAmount = amount; resInstance.GetComponent <RequirementDataHolder>().reqName = type.ToString(); }
private static float CalcMulti(StatNames calcStat, StatNames positiveStat, StatNames negativeStat) { if (calcStat == positiveStat) { return(1.1f); } else if (calcStat == negativeStat) { return(0.9f); } else { return(1); } }
public static int CalcCurrentModifier(StatNames stat, int statValue, IEnumerable <CreateItem> items) { // Based on the equipted items and given an initial stat value, // returns the effective stat modifier. int effectiveStatValue = statValue; if (items != null) { effectiveStatValue += items .Where((x) => x.Modifier != null && x.Modifier.AffectedValue == stat) .Select((x) => x.Modifier.Value) .Sum(); } int mod = CalcModifier(effectiveStatValue); return(mod); // A future refactor might involve tracking the effective stat values // as items are equipted and un-equipted. }
private Sprite getStatIcon(StatNames type) { switch (type) { case StatNames.Health: return(healthIcon); break; case StatNames.Strength: return(strIcon); break; default: return(strIcon); break; } }
public void IncrementLevelToStat(StatNames id) { switch (id) { case StatNames.HP: hp++; break; case StatNames.SPD: speed++; break; case StatNames.PASSIVE: passiveSkill++; break; case StatNames.SKILL: skill++; break; } }
private void ProcessCommand(StatNames currentStat, string command) { switch (currentStat) { case StatNames.Warrior: this.ProcessWarrior(command); break; case StatNames.Rogue: this.ProcessRogue(command); break; case StatNames.Mage: this.ProcessMage(command); break; default: break; } this.RefreshScreen(); }
public static string StatName(StatNames sn, bool abbreviation = false, Dictionary <string, string> customStatNames = null) { return(StatName((int)sn, abbreviation, customStatNames)); }
public float MultAffinity; // used with taming effectiveness public CreatureStat(StatNames s) { Stat = s; }
public static string StatName(StatNames sn, bool abbreviation = false, bool glowSpecies = false) { return(StatName((int)sn, abbreviation, glowSpecies)); }
public static float GetMultiplier(BasePokemon.Natures nature, string statName) { StatNames stat = StatNames.Attack; switch (statName.ToLower()) { case "attack": case "atk": stat = StatNames.Attack; break; case "defense": case "def": stat = StatNames.Defense; break; case "spattack": case "spatk": case "specialattack": stat = StatNames.SpAttack; break; case "spdefense": case "spdef": case "specialdefense": stat = StatNames.SpDefense; break; case "speed": stat = StatNames.Speed; break; } switch (nature) { case BasePokemon.Natures.Hardy: return(1); case BasePokemon.Natures.Lonely: return(CalcMulti(stat, StatNames.Attack, StatNames.Defense)); case BasePokemon.Natures.Brave: return(CalcMulti(stat, StatNames.Attack, StatNames.Speed)); case BasePokemon.Natures.Adamant: return(CalcMulti(stat, StatNames.Attack, StatNames.SpAttack)); case BasePokemon.Natures.Naughty: return(CalcMulti(stat, StatNames.Attack, StatNames.SpDefense)); case BasePokemon.Natures.Bold: return(CalcMulti(stat, StatNames.Defense, StatNames.Attack)); case BasePokemon.Natures.Docile: return(1); case BasePokemon.Natures.Relaxed: return(CalcMulti(stat, StatNames.Defense, StatNames.Speed)); case BasePokemon.Natures.Impish: return(CalcMulti(stat, StatNames.Defense, StatNames.SpAttack)); case BasePokemon.Natures.Lax: return(CalcMulti(stat, StatNames.Defense, StatNames.SpDefense)); case BasePokemon.Natures.Timid: return(CalcMulti(stat, StatNames.Speed, StatNames.Attack)); case BasePokemon.Natures.Hasty: return(CalcMulti(stat, StatNames.Speed, StatNames.Defense)); case BasePokemon.Natures.Jolly: return(CalcMulti(stat, StatNames.Speed, StatNames.SpAttack)); case BasePokemon.Natures.Naive: return(CalcMulti(stat, StatNames.Speed, StatNames.SpDefense)); case BasePokemon.Natures.Modest: return(CalcMulti(stat, StatNames.SpAttack, StatNames.Attack)); case BasePokemon.Natures.Mild: return(CalcMulti(stat, StatNames.SpAttack, StatNames.Defense)); case BasePokemon.Natures.Quiet: return(CalcMulti(stat, StatNames.SpAttack, StatNames.Speed)); case BasePokemon.Natures.Bashful: return(1); case BasePokemon.Natures.Rash: return(CalcMulti(stat, StatNames.SpAttack, StatNames.SpDefense)); case BasePokemon.Natures.Calm: return(CalcMulti(stat, StatNames.SpDefense, StatNames.Attack)); case BasePokemon.Natures.Gentle: return(CalcMulti(stat, StatNames.SpDefense, StatNames.Defense)); case BasePokemon.Natures.Sassy: return(CalcMulti(stat, StatNames.SpDefense, StatNames.Speed)); case BasePokemon.Natures.Careful: return(CalcMulti(stat, StatNames.SpDefense, StatNames.SpAttack)); case BasePokemon.Natures.Quirky: return(1); case BasePokemon.Natures.Serious: return(1); default: return(1); } }