Updated rarity, fixed hp/mp display on point usage, fixed item moving issue, v1.3.0
This commit is contained in:
parent
977f9ca5cf
commit
dd0251cb3e
@ -125,16 +125,16 @@ namespace Assets.Scripts
|
|||||||
inventory.dragImage.GetComponent<RawImage>().color = new Color(0,0,0,0);
|
inventory.dragImage.GetComponent<RawImage>().color = new Color(0,0,0,0);
|
||||||
inventory.dragImage.GetComponent<RawImage>().texture = null;
|
inventory.dragImage.GetComponent<RawImage>().texture = null;
|
||||||
inventory.dragImage.transform.position = new Vector3(0,0,0);
|
inventory.dragImage.transform.position = new Vector3(0,0,0);
|
||||||
GameObject startDrag = inventory.getDrag();
|
InventorySlot startDrag = inventory.getDrag().GetComponent<InventorySlot>();
|
||||||
Item item;
|
Item item;
|
||||||
bool isSwap = false;
|
bool isSwap = false;
|
||||||
if (startDrag.GetComponent<InventorySlot>().place == ItemPlace.BAG)
|
if (startDrag.place == ItemPlace.BAG)
|
||||||
{
|
{
|
||||||
item = startDrag.GetComponent<InventorySlot>().getItem(currentBag);
|
item = startDrag.getItem(startDrag.currentBag);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
item = startDrag.GetComponent<InventorySlot>().getEquip();
|
item = startDrag.getEquip();
|
||||||
}
|
}
|
||||||
if (item != null)
|
if (item != null)
|
||||||
{
|
{
|
||||||
@ -146,13 +146,17 @@ namespace Assets.Scripts
|
|||||||
{
|
{
|
||||||
if (items[currentBag] != null)
|
if (items[currentBag] != null)
|
||||||
{
|
{
|
||||||
if (startDrag.GetComponent<InventorySlot>().place == ItemPlace.BAG)
|
if (items[currentBag].getPlace() != startDrag.place)
|
||||||
{
|
{
|
||||||
startDrag.GetComponent<InventorySlot>().setItem(items[currentBag], currentBag);
|
return;
|
||||||
|
}
|
||||||
|
if (startDrag.place == ItemPlace.BAG)
|
||||||
|
{
|
||||||
|
startDrag.setItem(items[currentBag], currentBag);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
startDrag.GetComponent<InventorySlot>().setEquip(items[currentBag]);
|
startDrag.setEquip(items[currentBag]);
|
||||||
inventory.calculateStatBoost(item.getAttributes(), false);
|
inventory.calculateStatBoost(item.getAttributes(), false);
|
||||||
inventory.calculateStatBoost(items[currentBag].getAttributes(), true);
|
inventory.calculateStatBoost(items[currentBag].getAttributes(), true);
|
||||||
}
|
}
|
||||||
@ -164,9 +168,9 @@ namespace Assets.Scripts
|
|||||||
{
|
{
|
||||||
if (equip != null)
|
if (equip != null)
|
||||||
{
|
{
|
||||||
if (startDrag.GetComponent<InventorySlot>().place == ItemPlace.BAG)
|
if (startDrag.place == ItemPlace.BAG)
|
||||||
{
|
{
|
||||||
startDrag.GetComponent<InventorySlot>().setItem(equip, currentBag);
|
startDrag.setItem(equip, startDrag.currentBag);
|
||||||
isSwap = true;
|
isSwap = true;
|
||||||
inventory.calculateStatBoost(equip.getAttributes(), false);
|
inventory.calculateStatBoost(equip.getAttributes(), false);
|
||||||
}
|
}
|
||||||
@ -180,14 +184,14 @@ namespace Assets.Scripts
|
|||||||
}
|
}
|
||||||
if (!isSwap)
|
if (!isSwap)
|
||||||
{
|
{
|
||||||
if (startDrag.GetComponent<InventorySlot>().place != ItemPlace.BAG)
|
if (startDrag.place != ItemPlace.BAG)
|
||||||
{
|
{
|
||||||
inventory.calculateStatBoost(startDrag.GetComponent<InventorySlot>().getEquip().getAttributes(), false);
|
inventory.calculateStatBoost(startDrag.getEquip().getAttributes(), false);
|
||||||
startDrag.GetComponent<InventorySlot>().removeEquip();
|
startDrag.removeEquip();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
startDrag.GetComponent<InventorySlot>().removeItem();
|
startDrag.removeItem();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -96,22 +96,22 @@ namespace Assets.Scripts
|
|||||||
private void calculateRarity(int luck)
|
private void calculateRarity(int luck)
|
||||||
{
|
{
|
||||||
int number = rand.Next(100);
|
int number = rand.Next(100);
|
||||||
if (number + luck < 74)
|
if (number + luck < 80)
|
||||||
{
|
{
|
||||||
rarity = ItemRarity.COMMON;
|
rarity = ItemRarity.COMMON;
|
||||||
rarityColor = new Color32(0,255,20,255);
|
rarityColor = new Color32(0,255,20,255);
|
||||||
}
|
}
|
||||||
else if (number + luck >= 75 && number + luck < 108)
|
else if (number + luck >= 80 && number + luck < 100)
|
||||||
{
|
{
|
||||||
rarity = ItemRarity.RARE;
|
rarity = ItemRarity.RARE;
|
||||||
rarityColor = new Color32(0,100,255, 255);
|
rarityColor = new Color32(0,100,255, 255);
|
||||||
}
|
}
|
||||||
else if (number + luck >= 108 && number + luck < 117)
|
else if (number + luck >= 100 && number + luck < 120)
|
||||||
{
|
{
|
||||||
rarity = ItemRarity.EPIC;
|
rarity = ItemRarity.EPIC;
|
||||||
rarityColor = new Color32(255,0,230, 255);
|
rarityColor = new Color32(255,0,230, 255);
|
||||||
}
|
}
|
||||||
else if (number + luck >= 117)
|
else if (number + luck >= 120)
|
||||||
{
|
{
|
||||||
rarity = ItemRarity.LEGENDARY;
|
rarity = ItemRarity.LEGENDARY;
|
||||||
rarityColor = new Color32(255,230,0, 255);
|
rarityColor = new Color32(255,230,0, 255);
|
||||||
@ -134,71 +134,71 @@ namespace Assets.Scripts
|
|||||||
{
|
{
|
||||||
itemName = "luck";
|
itemName = "luck";
|
||||||
}
|
}
|
||||||
attributes.Add("LCK", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("LCK", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "intelligence";
|
itemName = "intelligence";
|
||||||
}
|
}
|
||||||
attributes.Add("INT", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("INT", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "dexterity";
|
itemName = "dexterity";
|
||||||
}
|
}
|
||||||
attributes.Add("DEX", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("DEX", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 3:
|
case 3:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "strength";
|
itemName = "strength";
|
||||||
}
|
}
|
||||||
attributes.Add("STR", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("STR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 4:
|
case 4:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "health";
|
itemName = "health";
|
||||||
}
|
}
|
||||||
attributes.Add("HP", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("HP", Mathf.RoundToInt((float)(10 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 5:
|
case 5:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "mana";
|
itemName = "mana";
|
||||||
}
|
}
|
||||||
attributes.Add("MP", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("MP", Mathf.RoundToInt((float)(10 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 6:
|
case 6:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "health regeneration";
|
itemName = "health regeneration";
|
||||||
}
|
}
|
||||||
attributes.Add("HPR", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("HPR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
case 7:
|
case 7:
|
||||||
if (i == 0)
|
if (i == 0)
|
||||||
{
|
{
|
||||||
itemName = "mana regeneration";
|
itemName = "mana regeneration";
|
||||||
}
|
}
|
||||||
attributes.Add("MPR", Mathf.RoundToInt((float)(5 - (2 * i) + luck * 0.2)));
|
attributes.Add("MPR", Mathf.RoundToInt((float)(3 - (2 * i) + luck * 0.1)));
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
indexes[0] = index;
|
indexes[i] = index;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
attributes.Add("MPR", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("MPR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("HPR", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("HPR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("MP", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("MP", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("HP", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("HP", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("STR", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("STR", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("DEX", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("DEX", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("INT", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("INT", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
attributes.Add("LCK", Mathf.RoundToInt((float)(5 + luck * 0.2)));
|
attributes.Add("LCK", Mathf.RoundToInt((float)(3 + luck * 0.1)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -542,7 +542,7 @@ namespace Assets.Scripts
|
|||||||
if (points > 0)
|
if (points > 0)
|
||||||
{
|
{
|
||||||
maxHealth = maxHealth + 5;
|
maxHealth = maxHealth + 5;
|
||||||
health = maxHealth;
|
health = maxHealth + equipment["HP"];
|
||||||
points--;
|
points--;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -556,7 +556,7 @@ namespace Assets.Scripts
|
|||||||
if (points > 0)
|
if (points > 0)
|
||||||
{
|
{
|
||||||
maxSecondary = maxSecondary + 5;
|
maxSecondary = maxSecondary + 5;
|
||||||
secondary = maxSecondary;
|
secondary = maxSecondary + equipment["MP"];
|
||||||
points--;
|
points--;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|||||||
@ -33,7 +33,7 @@ namespace Assets.Scripts.Slimes
|
|||||||
intelligence = playerStats[6];
|
intelligence = playerStats[6];
|
||||||
experience = (int)(10 + playerStats[7] * 2.5f);
|
experience = (int)(10 + playerStats[7] * 2.5f);
|
||||||
level = playerStats[7];
|
level = playerStats[7];
|
||||||
if (new System.Random().Next(100) + 1 < 1000)//5 + playerStats[11])
|
if (new System.Random().Next(100) + 1 < 1000)//10 + playerStats[11])
|
||||||
{
|
{
|
||||||
item = new Item(playerStats[11]);
|
item = new Item(playerStats[11]);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,2 +1,2 @@
|
|||||||
Music:0
|
Music:0
|
||||||
Effects:0.5051396
|
Effects:0
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user