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https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
Renamed Luck to Spirit.
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b14e7de95e
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34140a6d2e
@ -28,11 +28,11 @@ void ComplexLevelStatData::set_intellect_for_level(int level, int value) {
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_entries[level].intellect = value;
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}
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int ComplexLevelStatData::get_luck_for_level(int level) {
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return _entries[level].luck;
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int ComplexLevelStatData::get_spirit_for_level(int level) {
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return _entries[level].spirit;
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}
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void ComplexLevelStatData::set_luck_for_level(int level, int value) {
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_entries[level].luck = value;
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void ComplexLevelStatData::set_spirit_for_level(int level, int value) {
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_entries[level].spirit = value;
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}
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int ComplexLevelStatData::_get_stat_diff(int main_stat, int old_level, int new_level) {
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@ -52,8 +52,8 @@ int ComplexLevelStatData::_get_stat_diff(int main_stat, int old_level, int new_l
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case Stat::MAIN_STAT_INTELLECT:
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s += get_intellect_for_level(i);
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break;
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case Stat::MAIN_STAT_LUCK:
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s += get_luck_for_level(i);
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case Stat::MAIN_STAT_SPIRIT:
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s += get_spirit_for_level(i);
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break;
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}
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}
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@ -76,8 +76,8 @@ void ComplexLevelStatData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_intellect_for_level", "level"), &ComplexLevelStatData::get_intellect_for_level);
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ClassDB::bind_method(D_METHOD("set_intellect_for_level", "level", "value"), &ComplexLevelStatData::set_intellect_for_level);
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ClassDB::bind_method(D_METHOD("get_luck_for_level", "level"), &ComplexLevelStatData::get_luck_for_level);
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ClassDB::bind_method(D_METHOD("set_luck_for_level", "level", "value"), &ComplexLevelStatData::set_luck_for_level);
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ClassDB::bind_method(D_METHOD("get_spirit_for_level", "level"), &ComplexLevelStatData::get_spirit_for_level);
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ClassDB::bind_method(D_METHOD("set_spirit_for_level", "level", "value"), &ComplexLevelStatData::set_spirit_for_level);
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for (int i = 0; i < EntityEnums::MAX_LEVEL; ++i) {
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@ -86,6 +86,6 @@ void ComplexLevelStatData::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_strength"), "set_strength_for_level", "get_strength_for_level", i);
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ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_stamina"), "set_stamina_for_level", "get_stamina_for_level", i);
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ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_intellect"), "set_intellect_for_level", "get_intellect_for_level", i);
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ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_luck"), "set_luck_for_level", "get_luck_for_level", i);
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ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_spirit"), "set_spirit_for_level", "get_spirit_for_level", i);
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}
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}
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@ -22,8 +22,8 @@ public:
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int get_intellect_for_level(int level);
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void set_intellect_for_level(int level, int value);
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int get_luck_for_level(int level);
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void set_luck_for_level(int level, int value);
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int get_spirit_for_level(int level);
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void set_spirit_for_level(int level, int value);
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int _get_stat_diff(int stat, int old_level, int new_level);
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@ -33,14 +33,14 @@ public:
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int strength;
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int stamina;
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int intellect;
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int luck;
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int spirit;
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ComplexLevelStatsEntry() {
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agility = 0;
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strength = 0;
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stamina = 0;
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intellect = 0;
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luck = 0;
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spirit = 0;
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}
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};
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@ -28,11 +28,11 @@ void SimpleLevelStatData::set_intellect_per_level(int value) {
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_intellect_per_level = value;
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}
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int SimpleLevelStatData::get_luck_per_level() {
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return _luck_per_level;
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int SimpleLevelStatData::get_spirit_per_level() {
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return _spirit_per_level;
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}
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void SimpleLevelStatData::set_luck_per_level(int value) {
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_luck_per_level = value;
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void SimpleLevelStatData::set_spirit_per_level(int value) {
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_spirit_per_level = value;
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}
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int SimpleLevelStatData::_get_stat_diff(int main_stat, int old_level, int new_level) {
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@ -51,8 +51,8 @@ int SimpleLevelStatData::_get_stat_diff(int main_stat, int old_level, int new_le
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case Stat::MAIN_STAT_INTELLECT:
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s = _intellect_per_level;
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break;
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case Stat::MAIN_STAT_LUCK:
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s = _luck_per_level;
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case Stat::MAIN_STAT_SPIRIT:
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s = _spirit_per_level;
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break;
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}
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@ -66,7 +66,7 @@ SimpleLevelStatData::SimpleLevelStatData() {
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_strength_per_level = 0;
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_stamina_per_level = 0;
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_intellect_per_level = 0;
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_luck_per_level = 0;
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_spirit_per_level = 0;
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}
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void SimpleLevelStatData::_bind_methods() {
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@ -86,9 +86,9 @@ void SimpleLevelStatData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_intellect_per_level", "value"), &SimpleLevelStatData::set_intellect_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "intellect_per_level"), "set_intellect_per_level", "get_intellect_per_level");
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ClassDB::bind_method(D_METHOD("get_luck_per_level"), &SimpleLevelStatData::get_luck_per_level);
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ClassDB::bind_method(D_METHOD("set_luck_per_level", "value"), &SimpleLevelStatData::set_luck_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "luck_per_level"), "set_luck_per_level", "get_luck_per_level");
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ClassDB::bind_method(D_METHOD("get_spirit_per_level"), &SimpleLevelStatData::get_spirit_per_level);
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ClassDB::bind_method(D_METHOD("set_spirit_per_level", "value"), &SimpleLevelStatData::set_spirit_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "spirit_per_level"), "set_spirit_per_level", "get_spirit_per_level");
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ClassDB::bind_method(D_METHOD("_get_stat_diff", "stat", "old_level", "new_level"), &SimpleLevelStatData::_get_stat_diff);
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}
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@ -21,8 +21,8 @@ public:
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int get_intellect_per_level();
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void set_intellect_per_level(int value);
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int get_luck_per_level();
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void set_luck_per_level(int value);
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int get_spirit_per_level();
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void set_spirit_per_level(int value);
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int _get_stat_diff(int stat, int old_level, int new_level);
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@ -36,7 +36,7 @@ private:
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int _strength_per_level;
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int _stamina_per_level;
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int _intellect_per_level;
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int _luck_per_level;
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int _spirit_per_level;
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};
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#endif
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@ -3,8 +3,8 @@
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#include "../entity.h"
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#include "stat_data_entry.h"
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const String Stat::STAT_BINDING_STRING = "Health,Speed,Mana,GCD,Haste,Agility,Strength,Stamina,Intellect,Luck,Haste Rating,Resilience,Armor,Attack Power,Spell Power,Melee Crit,Melee Crit bonus,Spell Crit,Spell Crit Bonus,Block,Parry,Damage Reduction,Melee Damage Reduction,Spell Damage Reduction,Damage Taken,Heal Taken,Melee Damage,Spell Damage,Holy Resist,Shadow Resist,Nature Resist,Fire Resist,Frost Resist,Lightning Resist,Chaos Resist,Silence Resist,Fear Resist,Stun Resist,Energy,Rage,XP Rate,None";
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const String Stat::MAIN_STAT_BINDING_STRING = "Agility,Strength,Stamina,Intellect,Luck";
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const String Stat::STAT_BINDING_STRING = "Health,Speed,Mana,GCD,Haste,Agility,Strength,Stamina,Intellect,Spirit,Haste Rating,Resilience,Armor,Attack Power,Spell Power,Melee Crit,Melee Crit bonus,Spell Crit,Spell Crit Bonus,Block,Parry,Damage Reduction,Melee Damage Reduction,Spell Damage Reduction,Damage Taken,Heal Taken,Melee Damage,Spell Damage,Holy Resist,Shadow Resist,Nature Resist,Fire Resist,Frost Resist,Lightning Resist,Chaos Resist,Silence Resist,Fear Resist,Stun Resist,Energy,Rage,XP Rate,None";
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const String Stat::MAIN_STAT_BINDING_STRING = "Agility,Strength,Stamina,Intellect,Spirit";
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const String Stat::MODIFIER_APPLY_TYPE_BINDING_STRING = "Standard,Only min modifier,Only Max modifier";
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@ -29,8 +29,8 @@ String Stat::stat_id_name(int stat_id) {
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return "stamina";
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case STAT_ID_INTELLECT:
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return "intellect";
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case STAT_ID_LUCK:
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return "luck";
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case STAT_ID_SPIRIT:
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return "spirit";
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case STAT_ID_HASTE_RATING:
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return "haste_rating";
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@ -647,7 +647,7 @@ void Stat::_bind_methods() {
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BIND_ENUM_CONSTANT(Stat::STAT_ID_STRENGTH);
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BIND_ENUM_CONSTANT(Stat::STAT_ID_STAMINA);
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BIND_ENUM_CONSTANT(Stat::STAT_ID_INTELLECT);
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BIND_ENUM_CONSTANT(Stat::STAT_ID_LUCK);
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BIND_ENUM_CONSTANT(Stat::STAT_ID_SPIRIT);
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BIND_ENUM_CONSTANT(Stat::STAT_ID_HASTE_RATING);
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BIND_ENUM_CONSTANT(Stat::STAT_ID_RESLILIENCE);
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@ -690,7 +690,7 @@ void Stat::_bind_methods() {
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_STRENGTH);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_STAMINA);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_INTELLECT);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_LUCK);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_SPIRIT);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_COUNT);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_MIN);
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BIND_ENUM_CONSTANT(Stat::MAIN_STAT_ID_MAX);
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@ -30,7 +30,7 @@ public:
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STAT_ID_STRENGTH = 6,
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STAT_ID_STAMINA = 7,
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STAT_ID_INTELLECT = 8,
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STAT_ID_LUCK = 9, //+crit, + loot
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STAT_ID_SPIRIT = 9, //+crit, + loot
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STAT_ID_HASTE_RATING = 10,
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STAT_ID_RESLILIENCE = 11,
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@ -84,7 +84,7 @@ public:
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MAIN_STAT_STRENGTH = 1,
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MAIN_STAT_STAMINA = 2,
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MAIN_STAT_INTELLECT = 3,
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MAIN_STAT_LUCK = 4,
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MAIN_STAT_SPIRIT = 4,
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};
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enum MainStatIds {
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@ -92,11 +92,11 @@ public:
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MAIN_STAT_ID_STRENGTH = STAT_ID_STRENGTH,
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MAIN_STAT_ID_STAMINA = STAT_ID_STAMINA,
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MAIN_STAT_ID_INTELLECT = STAT_ID_INTELLECT,
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MAIN_STAT_ID_LUCK = STAT_ID_LUCK,
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MAIN_STAT_ID_SPIRIT = STAT_ID_SPIRIT,
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MAIN_STAT_ID_COUNT = 5,
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MAIN_STAT_ID_MIN = MAIN_STAT_ID_AGILITY,
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MAIN_STAT_ID_MAX = MAIN_STAT_ID_LUCK,
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MAIN_STAT_ID_MAX = MAIN_STAT_ID_SPIRIT,
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};
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static String stat_id_name(int stat_id);
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