/// <summary> /// This method handles assigning your stats when you either load your stats or equip an item as all stats need to be recalculated when something like this happens. /// </summary> public void LoadStatsFromItems() { // current damage = default/base damage + bonus damage + damage from items. charStats.SetCurrentDamage(charStats.GetDefaultDamage() + charStats.GetBonusDamage() + (float)(equipment.GetWeaponDamage() + equipment.GetArmourDamage() + equipment.GetRingDamage() + equipment.GetBraceletDamage())); // max health = default/base max health + bonus health + health from items. charStats.MaxHealth = charStats.GetDefaultMaxHealth() + charStats.GetBonusHealth() + (float)(equipment.GetWeaponHealth() + equipment.GetArmourHealth() + equipment.GetRingHealth() + equipment.GetBraceletHealth()); // max mana = default/base max mana + bonus mana + mana from item. charStats.MaxMana = charStats.GetDefaultMaxMana() + charStats.GetBonusMana() + (float)(equipment.GetWeaponMana() + equipment.GetArmourMana() + equipment.GetRingMana() + equipment.GetBraceletMana()); // current movement speed = default movement speed + bonus movement speed + movement speed from items. charStats.CurrentMoveSpeed = charStats.GetDefaultMoveSpeed() + charStats.GetBonusMoveSpeed() + equipment.GetWeaponMoveSpeed() + equipment.GetArmourMoveSpeed() + equipment.GetRingMoveSpeed() + equipment.GetBraceletMoveSpeed(); }