Added equipment influence to player, Added influence display, changed rarity from items, v1.3.0
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e002a76690
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@ -55,10 +55,18 @@ namespace Assets.Scripts
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inventory.itemDisplay.transform.Find("itemName").GetComponent<Text>().text = item.getName();
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inventory.itemDisplay.transform.Find("itemName").GetComponent<Text>().text = item.getName();
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string text = "Stats:\r\n";
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string text = "Stats:\r\n";
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Dictionary<string, int> attributes = item.getAttributes();
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Dictionary<string, int> attributes = item.getAttributes();
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if (item.getRarity() == ItemRarity.LEGENDARY)
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{
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text = "All stats: +" + attributes["STR"];
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}
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else
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{
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foreach (string key in attributes.Keys)
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foreach (string key in attributes.Keys)
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{
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{
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text = text + key + ": " + attributes[key] + "\r\n";
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text = text + key + ": +" + attributes[key] + "\r\n";
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}
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}
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}
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inventory.itemDisplay.transform.Find("itemStats").GetComponent<Text>().text = text;
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inventory.itemDisplay.transform.Find("itemStats").GetComponent<Text>().text = text;
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int changeY = 0;
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int changeY = 0;
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if (inventory.itemDisplay.transform.localScale == new Vector3(0,0,0))
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if (inventory.itemDisplay.transform.localScale == new Vector3(0,0,0))
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@ -17,6 +17,7 @@ namespace Assets.Scripts
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public Item(int luck)
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public Item(int luck)
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{
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{
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attributes = new Dictionary<string, int>();
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attributes = new Dictionary<string, int>();
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luck = luck + GameObject.Find("Inventory").GetComponent<Inventory>().getEquipmentBonus()["LCK"];
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int numberOfAttributes = 1;
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int numberOfAttributes = 1;
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calculateRarity(luck);
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calculateRarity(luck);
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if (rarity > ItemRarity.COMMON)
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if (rarity > ItemRarity.COMMON)
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@ -94,23 +95,23 @@ namespace Assets.Scripts
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private void calculateRarity(int luck)
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private void calculateRarity(int luck)
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{
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{
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int number = rand.Next(101);
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int number = rand.Next(100);
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if (number + luck < 74)
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if (number + luck < 74)
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{
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{
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rarity = ItemRarity.COMMON;
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rarity = ItemRarity.COMMON;
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rarityColor = new Color32(0,255,20,255);
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rarityColor = new Color32(0,255,20,255);
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}
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}
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else if (number + luck >= 75 && number + luck < 104)
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else if (number + luck >= 75 && number + luck < 108)
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{
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{
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rarity = ItemRarity.RARE;
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rarity = ItemRarity.RARE;
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rarityColor = new Color32(0,100,255, 255);
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rarityColor = new Color32(0,100,255, 255);
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}
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}
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else if (number + luck >= 105 && number + luck < 113)
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else if (number + luck >= 108 && number + luck < 117)
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{
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{
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rarity = ItemRarity.EPIC;
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rarity = ItemRarity.EPIC;
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rarityColor = new Color32(255,0,230, 255);
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rarityColor = new Color32(255,0,230, 255);
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}
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}
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else if (number + luck >= 114)
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else if (number + luck >= 117)
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{
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{
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rarity = ItemRarity.LEGENDARY;
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rarity = ItemRarity.LEGENDARY;
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rarityColor = new Color32(255,230,0, 255);
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rarityColor = new Color32(255,230,0, 255);
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@ -288,6 +289,11 @@ namespace Assets.Scripts
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{
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{
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return attributes;
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return attributes;
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}
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}
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public ItemRarity getRarity()
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{
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return rarity;
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}
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}
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}
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}
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}
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@ -43,6 +43,7 @@ namespace Assets.Scripts
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int killcount = -1;
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int killcount = -1;
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int difficulty = 0;
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int difficulty = 0;
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Dictionary<string, int> equipment;
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private void OnEnable()
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private void OnEnable()
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{
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{
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@ -56,6 +57,10 @@ namespace Assets.Scripts
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{
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{
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uihandler = GameObject.Find("UIHandler").GetComponent<UIHandler>();
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uihandler = GameObject.Find("UIHandler").GetComponent<UIHandler>();
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audioHandler = GameObject.Find("AudioHandler").GetComponent<AudioHandler>();
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audioHandler = GameObject.Find("AudioHandler").GetComponent<AudioHandler>();
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if (GameObject.Find("Inventory") != null)
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{
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equipment = GameObject.Find("Inventory").GetComponent<Inventory>().getEquipmentBonus();
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}
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}
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}
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public void finishPlayerCreation()
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public void finishPlayerCreation()
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@ -218,23 +223,23 @@ namespace Assets.Scripts
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public void regainSecondary()
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public void regainSecondary()
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{
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{
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secondary = secondary + secondaryRegen;
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secondary = secondary + secondaryRegen + equipment["MPR"];
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if (secondary >= maxSecondary)
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if (secondary >= maxSecondary + equipment["MP"])
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{
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{
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secondary = maxSecondary;
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secondary = maxSecondary + equipment["MP"];
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}
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}
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}
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}
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private void healPlayer()
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private void healPlayer()
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{
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{
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health = health + healthRegen;
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health = health + healthRegen + equipment["HPR"];
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if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S))
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if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S))
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{
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{
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health = health + 5;
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health = health + 5;
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}
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}
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if (health >= maxHealth)
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if (health >= maxHealth + equipment["HP"])
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{
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{
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health = maxHealth;
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health = maxHealth + +equipment["HP"];
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}
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}
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}
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}
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@ -342,9 +347,9 @@ namespace Assets.Scripts
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int bonus = 0;
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int bonus = 0;
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if (isCrit())
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if (isCrit())
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{
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{
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bonus = strength * 2;
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bonus = (strength + equipment["STR"]) * 2;
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}
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}
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result = strength + bonus + 5;
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result = strength + bonus + 5 + equipment["STR"];
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switch (difficulty)
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switch (difficulty)
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{
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{
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case 0:
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case 0:
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@ -362,7 +367,7 @@ namespace Assets.Scripts
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public void updateKillcount(GameObject gameObject)
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public void updateKillcount(GameObject gameObject)
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{
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{
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gameObject.GetComponent<Text>().text = "Slimes: " + killcount + "/" + (20 * (difficulty + 1));
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gameObject.GetComponent<Text>().text = "Slimes: " + killcount + "/" + (30 * (difficulty + 1));
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}
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}
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public int castSkill(int index)
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public int castSkill(int index)
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@ -377,11 +382,11 @@ namespace Assets.Scripts
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secondary = secondary - skills[index].getSecondaryConsumption();
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secondary = secondary - skills[index].getSecondaryConsumption();
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if (role.classname == "Wizard")
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if (role.classname == "Wizard")
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{
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{
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damage = skills[index].calculateDamage(intelligence, isCrit());
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damage = skills[index].calculateDamage(intelligence + equipment["INT"], isCrit());
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}
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}
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else
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else
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{
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{
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damage = skills[index].calculateDamage(strength, isCrit());
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damage = skills[index].calculateDamage(strength + equipment["STR"], isCrit());
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}
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}
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switch (difficulty)
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switch (difficulty)
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@ -414,7 +419,7 @@ namespace Assets.Scripts
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public bool isCrit()
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public bool isCrit()
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{
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{
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return rand.Next(1, 101) <= dexterity;
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return rand.Next(1, 101) <= dexterity + equipment["DEX"];
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}
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}
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public int getKillCount()
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public int getKillCount()
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@ -434,7 +439,7 @@ namespace Assets.Scripts
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}
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}
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else
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else
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{
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{
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if (rand.Next(1, 101) > dexterity + (intelligence / 2))
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if (rand.Next(1, 101) > dexterity + equipment["DEX"] + ((intelligence + equipment["INT"]) / 2))
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{
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{
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health = health - amount;
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health = health - amount;
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audioHandler.playDamage();
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audioHandler.playDamage();
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@ -450,7 +455,7 @@ namespace Assets.Scripts
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uihandler.showMessage("SUCCESS;You killed your enemy!");
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uihandler.showMessage("SUCCESS;You killed your enemy!");
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killcount++;
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killcount++;
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SteamWorksHandler.getSlimeAchievement(killcount);
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SteamWorksHandler.getSlimeAchievement(killcount);
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if (killcount >= 30 * (difficulty + 1) && GameObject.Find("Worldgenerator").GetComponent<WorldGenerator>().gameWon())
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if (killcount >= 30 * (difficulty + 1) && GameObject.Find("WorldGenerator").GetComponent<WorldGenerator>().gameWon())
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{
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{
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uihandler.showMessage("SUCCESS;You won the game!");
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uihandler.showMessage("SUCCESS;You won the game!");
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switch (difficulty)
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switch (difficulty)
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@ -33,7 +33,7 @@ namespace Assets.Scripts.Slimes
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intelligence = playerStats[6];
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intelligence = playerStats[6];
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experience = (int)(10 + playerStats[7] * 2.5f);
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experience = (int)(10 + playerStats[7] * 2.5f);
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level = playerStats[7];
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level = playerStats[7];
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if (new System.Random().Next(100) + 1 < 1000)//50 + playerStats[11])
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if (new System.Random().Next(100) + 1 < 1000)//5 + playerStats[11])
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{
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{
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item = new Item(playerStats[11]);
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item = new Item(playerStats[11]);
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}
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}
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@ -362,16 +362,17 @@ namespace Assets.Scripts
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{
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{
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence };
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence };
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int[] playerStats = player.GetComponent<Player>().getStats();
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int[] playerStats = player.GetComponent<Player>().getStats();
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Dictionary<string, int> equipment = inventory.GetComponent<Inventory>().getEquipmentBonus();
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GameObject foreground = GameObject.Find("healthForegroundPlayer");
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GameObject foreground = GameObject.Find("healthForegroundPlayer");
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GameObject background = GameObject.Find("healthBackgroundPlayer");
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GameObject background = GameObject.Find("healthBackgroundPlayer");
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GameObject text = GameObject.Find("healthTextPlayer");
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GameObject text = GameObject.Find("healthTextPlayer");
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updateBar(foreground, background, text, playerStats[1], playerStats[0]);
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updateBar(foreground, background, text, playerStats[1] + equipment["HP"], playerStats[0]);
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foreground = GameObject.Find("secondaryForegroundPlayer");
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foreground = GameObject.Find("secondaryForegroundPlayer");
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background = GameObject.Find("secondaryBackgroundPlayer");
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background = GameObject.Find("secondaryBackgroundPlayer");
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text = GameObject.Find("secondaryTextPlayer");
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text = GameObject.Find("secondaryTextPlayer");
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updateBar(foreground, background, text, playerStats[3], playerStats[2]);
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updateBar(foreground, background, text, playerStats[3] + equipment["MP"], playerStats[2]);
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}
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}
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private void updateFightInterfaceEnemy(GameObject enemy)
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private void updateFightInterfaceEnemy(GameObject enemy)
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@ -394,15 +395,16 @@ namespace Assets.Scripts
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{
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{
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence, level, experience, maxExperience, points};
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence, level, experience, maxExperience, points};
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int[] playerStats = player.GetComponent<Player>().getStats();
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int[] playerStats = player.GetComponent<Player>().getStats();
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Dictionary<string, int> equipment = inventory.GetComponent<Inventory>().getEquipmentBonus();
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GameObject.Find("txtStrength").GetComponent<Text>().text = "STR: " + playerStats[4];
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GameObject.Find("txtStrength").GetComponent<Text>().text = "STR: " + playerStats[4] + " (+" + equipment["STR"] + ")";
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GameObject.Find("txtDexterity").GetComponent<Text>().text = "DEX: " + playerStats[5];
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GameObject.Find("txtDexterity").GetComponent<Text>().text = "DEX: " + playerStats[5] + " (+" + equipment["DEX"] + ")";
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GameObject.Find("txtIntelligence").GetComponent<Text>().text = "INT: " + playerStats[6];
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GameObject.Find("txtIntelligence").GetComponent<Text>().text = "INT: " + playerStats[6] + " (+" + equipment["INT"] + ")";
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GameObject.Find("txtHealth").GetComponent<Text>().text = "Health: " + playerStats[1];
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GameObject.Find("txtHealth").GetComponent<Text>().text = "Health: " + playerStats[1] + " (+" + equipment["HP"] + ")";
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GameObject.Find("txtSecondary").GetComponent<Text>().text = "Mana: " + playerStats[3];
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GameObject.Find("txtSecondary").GetComponent<Text>().text = "Mana: " + playerStats[3] + " (+" + equipment["MP"] + ")";
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updateHealthUI(playerStats[0], playerStats[1]);
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updateHealthUI(playerStats[0], playerStats[1] + equipment["HP"]);
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updateSecondaryUI(playerStats[2], playerStats[3]);
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updateSecondaryUI(playerStats[2], playerStats[3] + equipment["MP"]);
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updateExperienceUI(playerStats[8], playerStats[9]);
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updateExperienceUI(playerStats[8], playerStats[9]);
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player.updateName(GameObject.Find("txtName").GetComponent<Text>());
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player.updateName(GameObject.Find("txtName").GetComponent<Text>());
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@ -470,17 +472,18 @@ namespace Assets.Scripts
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{
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{
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence, level, experience, maxExperience};
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// { health, maxHealth, secondary, maxSecondary, strength, dexterity, intelligence, level, experience, maxExperience};
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int[] playerStats = player.GetComponent<Player>().getStats();
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int[] playerStats = player.GetComponent<Player>().getStats();
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Dictionary<string, int> equipment = inventory.GetComponent<Inventory>().getEquipmentBonus();
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GameObject information = GameObject.Find("txtInformationHUD");
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GameObject information = GameObject.Find("txtInformationHUD");
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player.updateNameHUD(information.GetComponent<Text>());
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player.updateNameHUD(information.GetComponent<Text>());
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GameObject foreground = GameObject.Find("healthForegroundHUD");
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GameObject foreground = GameObject.Find("healthForegroundHUD");
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GameObject background = GameObject.Find("healthBackgroundHUD");
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GameObject background = GameObject.Find("healthBackgroundHUD");
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updateBar(foreground, background, null, playerStats[1], playerStats[0]);
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updateBar(foreground, background, null, playerStats[1] + equipment["HP"], playerStats[0]);
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foreground = GameObject.Find("secondaryForegroundHUD");
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foreground = GameObject.Find("secondaryForegroundHUD");
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background = GameObject.Find("secondaryBackgroundHUD");
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background = GameObject.Find("secondaryBackgroundHUD");
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updateBar(foreground, background, null, playerStats[3], playerStats[2]);
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updateBar(foreground, background, null, playerStats[3] + equipment["MP"], playerStats[2]);
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}
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}
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public void updateBar(GameObject bar, GameObject barBackground, GameObject textField, int maxValue, int minValue)
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public void updateBar(GameObject bar, GameObject barBackground, GameObject textField, int maxValue, int minValue)
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