added "finish" button to dialogue UI, implementation of many, many trinket's effects, autot-argetting fix on death, added script for particles/player following
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@@ -24,25 +24,30 @@ namespace Beyond
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public float faithMult;
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public float damageMult;
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public float speedMult;
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public float staminaMult;
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public float attackSpeedMult;
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public float faithRegenMult;
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public float thornDamageMult;
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// --- NEW ATTRIBUTES ---
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public float staminaMult; // For Stamina UI Scaling
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public float soulfireDamageMult; // For Magic Damage (Fireball, etc)
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// Harmony Flags (Effects from table)
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// Renamed to match Player.cs usage
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public bool effectBalance; // Balance (Flask bonus)
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public bool effectCalmness; // Calmness (Longer shield)
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public bool effectFaithVampirism; // Trust (Faith vampirism) - Was effectTrust
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public bool effectBreeze; // Breeze (Freezing blast cost)
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public bool effectFaithVampirism; // Trust (Faith vampirism)
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public bool effectBreeze; // Zora's Focus (Buff Covert Gaze Radius/Length)
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public bool effectDetermination; // Determination (Combo damage)
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public bool effectHealthVampirism; // Vitality (Health vampirism) - Was effectVitality
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public bool effectHealthVampirism; // Vitality (Health vampirism)
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public bool effectEagerness; // Eagerness (Dash cooldown)
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public bool effectBloom; // Bloom (Spell cost reduced)
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public bool effectGrowth; // Growth (Cast restores HP)
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public bool effectRose; // Rose (Thorn damage)
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public bool effectDarkening; // The Darkening (Bonus dmg)
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public bool effectEclipse; // Eclipse (Bonus all)
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// --- NEW EFFECTS ---
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public bool effectAngelEye; // Angel Eye (Silent Peek Cost = 0)
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}
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private void Start()
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@@ -79,7 +84,10 @@ namespace Beyond
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attackSpeedMult = 1f,
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faithRegenMult = 1f,
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thornDamageMult = 1f,
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staminaMult = 1f
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// Initialize New Stats
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staminaMult = 1f,
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soulfireDamageMult = 1f
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};
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// 2. Get Currently Equipped Items
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@@ -96,14 +104,17 @@ namespace Beyond
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foreach (var item in equippedItems)
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{
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stats.healthMult += GetPct(item, bItemAttributes.HealthBonusPercent);
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stats.defenseMult -= GetPct(item, bItemAttributes.DefenseBonusPercent); // Defense reduces damage taken
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stats.defenseMult -= GetPct(item, bItemAttributes.DefenseBonusPercent);
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stats.faithMult += GetPct(item, bItemAttributes.FaithBonusPercent);
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stats.damageMult += GetPct(item, bItemAttributes.DamageBonusPercent);
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stats.speedMult += GetPct(item, bItemAttributes.MoveSpeedBonusPercent);
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stats.attackSpeedMult += GetPct(item, bItemAttributes.AttackSpeedBonusPercent);
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stats.faithRegenMult += GetPct(item, bItemAttributes.FaithRegenBonusPercent);
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stats.thornDamageMult += GetPct(item, bItemAttributes.ThornDamageBonusPercent);
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// New Attributes
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stats.staminaMult += GetPct(item, bItemAttributes.StaminaBonusPercent);
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stats.soulfireDamageMult += GetPct(item, bItemAttributes.SoulfireDamageBonusPercent);
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}
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// 4. Apply Harmonies (Based on Table)
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@@ -126,61 +137,61 @@ namespace Beyond
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int bright = items.Count(i => i.trinketColor == TrinketColor.Bright);
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int dark = items.Count(i => i.trinketColor == TrinketColor.Dark);
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// --- TABLE LOGIC IMPLEMENTATION ---
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// Balance: Azure + Crimson + Viridian (A C V) -> Bonus Water of Life Flask
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// Balance (A C V)
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if (azure >= 1 && crimson >= 1 && viridian >= 1)
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stats.effectBalance = true;
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// Calmness: 3 Azure (A A A) -> Longer Shield
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// Calmness (A A A)
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if (azure >= 3)
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stats.effectCalmness = true;
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// Trust: 2 Azure + 1 Crimson (A A C) -> Faith Vampirism
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// Trust (A A C)
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if (azure >= 2 && crimson >= 1)
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stats.effectFaithVampirism = true;
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// Breeze: 2 Azure + 1 Viridian (A A V) -> Freezing blast free
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// Zora's Focus / Breeze (A A V) -> Covert Gaze Radius/Length
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if (azure >= 2 && viridian >= 1)
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stats.effectBreeze = true;
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// Determination: 3 Crimson (C C C) -> Combo finish +5% dmg
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// Determination (C C C)
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if (crimson >= 3)
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stats.effectDetermination = true;
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// Vitality: 2 Crimson + 1 Azure (C C A) -> Health Vampirism
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// Vitality (C C A)
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if (crimson >= 2 && azure >= 1)
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stats.effectHealthVampirism = true;
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// Eagerness: 2 Crimson + 1 Viridian (C C V) -> Reduce Dash Cooldown
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// Eagerness (C C V)
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if (crimson >= 2 && viridian >= 1)
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stats.effectEagerness = true;
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// Bloom: 3 Viridian (V V V) -> Spell cost reduced 20%
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// Bloom (V V V)
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if (viridian >= 3)
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stats.effectBloom = true;
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// Growth: 2 Viridian + 1 Azure (V V A) -> Cast restores HP
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// Growth (V V A)
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if (viridian >= 2 && azure >= 1)
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stats.effectGrowth = true;
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// Rose: 2 Viridian + 1 Crimson (V V C) -> Bonus Thorn Dmg
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// Rose (V V C)
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if (viridian >= 2 && crimson >= 1)
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{
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stats.effectRose = true;
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stats.thornDamageMult += 0.05f;
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}
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// The Darkening: 3 Bright
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// The Darkening (3 Bright)
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if (bright >= 3)
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stats.effectDarkening = true;
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// Eclipse: 2 Bright + 1 Dark
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// Eclipse (2 Bright + 1 Dark)
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if (bright >= 1 && dark >= 1)
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stats.effectEclipse = true;
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// Angel Eye (Requires defining combo, placeholder logic)
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// if (bright >= 2 && azure >= 1) stats.effectAngelEye = true;
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}
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// Helper: Convert Integer Attribute (5) to Float Percentage (0.05)
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private float GetPct(bItem item, bItemAttributes attrName)
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{
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var attr = item.GetItemAttribute(attrName);
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