示例#1
0
        void assingLevel(Class _class, Attributes _attributes)
        {
            this.totalExperience += this.currentExperience;

            while (this.currentExperience > this.nextExperience)
            {
                if (this.currentExperience >= this.nextExperience)
                {
                    this.nivel++;
                    this.levelPoints.assingPoints();
                    this.currentExperience -= this.nextExperience;
                    this.lastExperience = this.nextExperience;
                    this.nextExperience *= this.modify;
                    if (_class.typeClass != _Class.None) _attributes.attributePerLevel(_class);
                }
            }
        }
示例#2
0
 public void addExperience(double _experience, Class _class, Attributes _attributes)
 {
     this.currentExperience += _experience;
     this.assingLevel(_class, _attributes);
 }
示例#3
0
 public void attributePerLevel(Class _class)
 {
     if( _class.typeClass == _Class.Warrior)
     {
         this.strength += _Normalized * _class.classModifier;
         this.stamina += _Normalized;
         this.intelligence += _Normalized;
         this.agility += _Normalized;
     }
     else if (_class.typeClass == _Class.Archer)
     {
         this.strength += _Normalized;
         this.stamina += _Normalized;
         this.intelligence += _Normalized;
         this.agility += _Normalized * _class.classModifier;
     }
     else if (_class.typeClass == _Class.Wizard)
     {
         this.strength += _Normalized;
         this.stamina += _Normalized;
         this.intelligence += _Normalized * _class.classModifier;
         this.agility += _Normalized;
     }
     else if (_class.typeClass == _Class.Priest)
     {
         this.strength += _Normalized;
         this.stamina += _Normalized;
         this.intelligence += _NormalizedOther * _class.classModifier;
         this.agility += _Normalized;
     }
 }