Updated rarity, fixed hp/mp display on point usage, fixed item moving issue, v1.3.0
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@ -125,16 +125,16 @@ namespace Assets.Scripts
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inventory.dragImage.GetComponent<RawImage>().color = new Color(0,0,0,0);
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inventory.dragImage.GetComponent<RawImage>().texture = null;
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inventory.dragImage.transform.position = new Vector3(0,0,0);
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GameObject startDrag = inventory.getDrag();
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InventorySlot startDrag = inventory.getDrag().GetComponent<InventorySlot>();
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Item item;
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bool isSwap = false;
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if (startDrag.GetComponent<InventorySlot>().place == ItemPlace.BAG)
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if (startDrag.place == ItemPlace.BAG)
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{
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item = startDrag.GetComponent<InventorySlot>().getItem(currentBag);
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item = startDrag.getItem(startDrag.currentBag);
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}
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else
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{
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item = startDrag.GetComponent<InventorySlot>().getEquip();
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item = startDrag.getEquip();
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}
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if (item != null)
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{
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@ -146,13 +146,17 @@ namespace Assets.Scripts
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{
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if (items[currentBag] != null)
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{
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if (startDrag.GetComponent<InventorySlot>().place == ItemPlace.BAG)
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if (items[currentBag].getPlace() != startDrag.place)
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{
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startDrag.GetComponent<InventorySlot>().setItem(items[currentBag], currentBag);
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return;
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}
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if (startDrag.place == ItemPlace.BAG)
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{
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startDrag.setItem(items[currentBag], currentBag);
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}
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else
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{
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startDrag.GetComponent<InventorySlot>().setEquip(items[currentBag]);
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startDrag.setEquip(items[currentBag]);
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inventory.calculateStatBoost(item.getAttributes(), false);
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inventory.calculateStatBoost(items[currentBag].getAttributes(), true);
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}
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@ -164,9 +168,9 @@ namespace Assets.Scripts
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{
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if (equip != null)
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{
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if (startDrag.GetComponent<InventorySlot>().place == ItemPlace.BAG)
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if (startDrag.place == ItemPlace.BAG)
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{
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startDrag.GetComponent<InventorySlot>().setItem(equip, currentBag);
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startDrag.setItem(equip, startDrag.currentBag);
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isSwap = true;
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inventory.calculateStatBoost(equip.getAttributes(), false);
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}
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@ -180,14 +184,14 @@ namespace Assets.Scripts
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}
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if (!isSwap)
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{
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if (startDrag.GetComponent<InventorySlot>().place != ItemPlace.BAG)
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if (startDrag.place != ItemPlace.BAG)
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{
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inventory.calculateStatBoost(startDrag.GetComponent<InventorySlot>().getEquip().getAttributes(), false);
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startDrag.GetComponent<InventorySlot>().removeEquip();
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inventory.calculateStatBoost(startDrag.getEquip().getAttributes(), false);
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startDrag.removeEquip();
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}
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else
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{
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startDrag.GetComponent<InventorySlot>().removeItem();
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startDrag.removeItem();
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}
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}
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}
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@ -96,22 +96,22 @@ namespace Assets.Scripts
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private void calculateRarity(int luck)
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{
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int number = rand.Next(100);
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if (number + luck < 74)
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if (number + luck < 80)
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{
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rarity = ItemRarity.COMMON;
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rarityColor = new Color32(0,255,20,255);
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}
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else if (number + luck >= 75 && number + luck < 108)
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else if (number + luck >= 80 && number + luck < 100)
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{
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rarity = ItemRarity.RARE;
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rarityColor = new Color32(0,100,255, 255);
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}
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else if (number + luck >= 108 && number + luck < 117)
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else if (number + luck >= 100 && number + luck < 120)
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{
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rarity = ItemRarity.EPIC;
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rarityColor = new Color32(255,0,230, 255);
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}
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else if (number + luck >= 117)
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else if (number + luck >= 120)
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{
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rarity = ItemRarity.LEGENDARY;
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rarityColor = new Color32(255,230,0, 255);
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@ -134,71 +134,71 @@ namespace Assets.Scripts
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{
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itemName = "luck";
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}
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attributes.Add("LCK", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("LCK", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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case 1:
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if (i == 0)
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{
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itemName = "intelligence";
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}
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attributes.Add("INT", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("INT", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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case 2:
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if (i == 0)
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{
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itemName = "dexterity";
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}
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attributes.Add("DEX", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("DEX", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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case 3:
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if (i == 0)
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{
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itemName = "strength";
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}
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attributes.Add("STR", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("STR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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case 4:
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if (i == 0)
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{
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itemName = "health";
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}
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attributes.Add("HP", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("HP", Mathf.RoundToInt((float)(10 - (2 * i) + luck * 0.1)));
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break;
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case 5:
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if (i == 0)
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{
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itemName = "mana";
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}
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attributes.Add("MP", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("MP", Mathf.RoundToInt((float)(10 - (2 * i) + luck * 0.1)));
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break;
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case 6:
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if (i == 0)
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{
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itemName = "health regeneration";
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}
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attributes.Add("HPR", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("HPR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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case 7:
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if (i == 0)
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{
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itemName = "mana regeneration";
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}
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attributes.Add("MPR", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
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attributes.Add("MPR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
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break;
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}
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indexes[0] = index;
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indexes[i] = index;
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}
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}
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else
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{
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attributes.Add("MPR", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("HPR", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("MP", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("HP", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("STR", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("DEX", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("INT", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("LCK", Mathf.RoundToInt((float)(5 + luck * 0.2)));
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attributes.Add("MPR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("HPR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("MP", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("HP", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("STR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("DEX", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("INT", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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attributes.Add("LCK", Mathf.RoundToInt((float)(3 + luck * 0.1)));
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}
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}
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@ -542,7 +542,7 @@ namespace Assets.Scripts
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if (points > 0)
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{
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maxHealth = maxHealth + 5;
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health = maxHealth;
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health = maxHealth + equipment["HP"];
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points--;
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}
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else
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@ -556,7 +556,7 @@ namespace Assets.Scripts
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if (points > 0)
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{
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maxSecondary = maxSecondary + 5;
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secondary = maxSecondary;
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secondary = maxSecondary + equipment["MP"];
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points--;
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}
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else
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@ -33,7 +33,7 @@ namespace Assets.Scripts.Slimes
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intelligence = playerStats[6];
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experience = (int)(10 + playerStats[7] * 2.5f);
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level = playerStats[7];
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if (new System.Random().Next(100) + 1 < 1000)//5 + playerStats[11])
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if (new System.Random().Next(100) + 1 < 1000)//10 + playerStats[11])
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{
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item = new Item(playerStats[11]);
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}
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@ -1,2 +1,2 @@
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Music:0
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Effects:0.5051396
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Effects:0
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