웨이브 몬스터 골드 추가, 힘민지 레벨업 추가
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@ -67,4 +67,9 @@ messageinfo 엄청 느린 버그
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- 랭킹 15분마다 갱신
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- 랭킹 15분마다 갱신
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몬스터 웨이브
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몬스터 웨이브
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-
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- 맵 최적화
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- 점수 (기본 1점만 주는 중)
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- 결과 (점수 주고 점수가 일정 이상이면 보상 지급)
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- 특정 오브젝트와 상호 작용 시 즉시 몬스터 생성
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- 몬스터 패트롤 거리 조절
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- 인게임 (골드 추가, 골드로 강화 추가)
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@ -355,6 +355,7 @@ public class MobActor : Actor
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var sdata = ServerInfo.Ins.m_ServerData;
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var sdata = ServerInfo.Ins.m_ServerData;
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m_actDie?.Invoke(m_MonsterTableData.n_MonsterID);
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m_actDie?.Invoke(m_MonsterTableData.n_MonsterID);
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DungeonInfo.Ins.Add_WaveScore(1); // TODO 정인호 : 웨이브 점수
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DungeonInfo.Ins.Add_WaveScore(1); // TODO 정인호 : 웨이브 점수
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DungeonInfo.Ins.Add_WaveGold(10); // TODO 정인호 : 웨이브 골드
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sdata.Add_CollectionMobKill(m_MonsterTableData.n_MonsterID);
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sdata.Add_CollectionMobKill(m_MonsterTableData.n_MonsterID);
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base.Set_Die();
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base.Set_Die();
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m_DieTime = m_MonsterAppearData.f_SpawnerDelay;
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m_DieTime = m_MonsterAppearData.f_SpawnerDelay;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SocialPlatforms.Impl;
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public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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{
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{
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public Action<float> act_Time;
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public Action<float> act_Time;
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public Action<int> act_MobDieCount;
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public Action<int> act_MobDieCount;
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public Action<double> act_DamageUI;
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public Action<double> act_DamageUI;
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public Action<int> act_WaveScoreUI, act_WaveLifeUI;
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public Action<int> act_WaveScoreUI, act_WaveLifeUI, act_WaveGold;
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public float m_TotalTime;
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public float m_TotalTime;
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Dictionary<int, ObscuredFloat> dic_time = new Dictionary<int, ObscuredFloat>();
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Dictionary<int, ObscuredFloat> dic_time = new Dictionary<int, ObscuredFloat>();
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set { _WaveLife = value; _WaveLife.RandomizeCryptoKey(); }
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set { _WaveLife = value; _WaveLife.RandomizeCryptoKey(); }
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}
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}
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protected ObscuredInt _WaveGold;
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public int WaveGold
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{
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get { return _WaveGold; }
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set { _WaveGold = value; _WaveGold.RandomizeCryptoKey(); }
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}
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public Dictionary<eMainStatType, ObscuredInt> dic_WaveStat = new Dictionary<eMainStatType, ObscuredInt>
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{ { eMainStatType.STR, 0 }, { eMainStatType.DEX, 0 }, { eMainStatType.INT, 0 } };
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eDungeon m_Dungeon;
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eDungeon m_Dungeon;
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bool bTotalTimeUpdate = false;
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bool bTotalTimeUpdate = false;
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act_Time = null;
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act_Time = null;
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StopAllCoroutines();
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StopAllCoroutines();
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Time.timeScale = 0f;
|
Time.timeScale = 0f;
|
||||||
|
WaveGold = 0;
|
||||||
|
dic_WaveStat[eMainStatType.STR] = 0; dic_WaveStat[eMainStatType.STR].RandomizeCryptoKey();
|
||||||
|
dic_WaveStat[eMainStatType.DEX] = 0; dic_WaveStat[eMainStatType.DEX].RandomizeCryptoKey();
|
||||||
|
dic_WaveStat[eMainStatType.INT] = 0; dic_WaveStat[eMainStatType.INT].RandomizeCryptoKey();
|
||||||
Ingame_DungeonResult.Ins.Show_Result(win);
|
Ingame_DungeonResult.Ins.Show_Result(win);
|
||||||
}
|
}
|
||||||
IEnumerator Co_Update_Time()
|
IEnumerator Co_Update_Time()
|
||||||
|
|
@ -241,7 +255,7 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
|
||||||
++iteration;
|
++iteration;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public void Set_Wave(Action<int> actscoreui, Action<int> actlifeui)
|
public void Set_Wave(Action<int> actscoreui, Action<int> actlifeui, Action<int> actgoldui)
|
||||||
{
|
{
|
||||||
WaveScore = 0;
|
WaveScore = 0;
|
||||||
act_WaveScoreUI = actscoreui;
|
act_WaveScoreUI = actscoreui;
|
||||||
|
|
@ -250,6 +264,13 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
|
||||||
WaveLife = 3;
|
WaveLife = 3;
|
||||||
act_WaveLifeUI = actlifeui;
|
act_WaveLifeUI = actlifeui;
|
||||||
act_WaveLifeUI(WaveLife);
|
act_WaveLifeUI(WaveLife);
|
||||||
|
|
||||||
|
WaveGold = 0;
|
||||||
|
dic_WaveStat[eMainStatType.STR] = 0; dic_WaveStat[eMainStatType.STR].RandomizeCryptoKey();
|
||||||
|
dic_WaveStat[eMainStatType.DEX] = 0; dic_WaveStat[eMainStatType.DEX].RandomizeCryptoKey();
|
||||||
|
dic_WaveStat[eMainStatType.INT] = 0; dic_WaveStat[eMainStatType.INT].RandomizeCryptoKey();
|
||||||
|
act_WaveGold = actgoldui;
|
||||||
|
act_WaveGold(WaveGold);
|
||||||
}
|
}
|
||||||
public void Add_WaveScore(int score)
|
public void Add_WaveScore(int score)
|
||||||
{
|
{
|
||||||
|
|
@ -270,4 +291,12 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
|
||||||
Stop_Dungeon(false);
|
Stop_Dungeon(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void Add_WaveGold(int gold)
|
||||||
|
{
|
||||||
|
if (MyValue.MyChoiceMapData.Get_MapData().e_Dungeon == eDungeon.d4_Wave)
|
||||||
|
{
|
||||||
|
WaveGold += gold;
|
||||||
|
act_WaveGold(WaveGold);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -36,7 +36,8 @@ public class Ingame_Dungeon : MonoBehaviour
|
||||||
case eDungeon.d4_Wave:
|
case eDungeon.d4_Wave:
|
||||||
texts_base[0].text = $"{mapData.Get_Name()} {MyValue.MyChoiceMapData.n_Difficult}";
|
texts_base[0].text = $"{mapData.Get_Name()} {MyValue.MyChoiceMapData.n_Difficult}";
|
||||||
var dgindex = MyValue.MyChoiceMapData.Get_DungeonIndex();
|
var dgindex = MyValue.MyChoiceMapData.Get_DungeonIndex();
|
||||||
DungeonInfo.Ins.Set_Wave(ingame_Dungeons[dgindex].Set_TotalScore, ingame_Dungeons[dgindex].Set_TotalLife);
|
DungeonInfo.Ins.Set_Wave(ingame_Dungeons[dgindex].Set_TotalScore, ingame_Dungeons[dgindex].Set_TotalLife,
|
||||||
|
ingame_Dungeons[dgindex].Set_WaveGold);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -32,4 +32,5 @@ public class Ingame_DungeonBase : MonoBehaviour
|
||||||
public virtual void Set_TotalDmg(double dmg) { }
|
public virtual void Set_TotalDmg(double dmg) { }
|
||||||
public virtual void Set_TotalScore(int score) { }
|
public virtual void Set_TotalScore(int score) { }
|
||||||
public virtual void Set_TotalLife(int life) { }
|
public virtual void Set_TotalLife(int life) { }
|
||||||
|
public virtual void Set_WaveGold(int gold) { }
|
||||||
}
|
}
|
||||||
|
|
@ -3,6 +3,7 @@ using TMPro;
|
||||||
public class Ingame_Wave : Ingame_DungeonBase
|
public class Ingame_Wave : Ingame_DungeonBase
|
||||||
{
|
{
|
||||||
public TextMeshProUGUI[] texts; // 0 포인트, 1 남은 목숨
|
public TextMeshProUGUI[] texts; // 0 포인트, 1 남은 목숨
|
||||||
|
public MoneyForm m_Gold;
|
||||||
|
|
||||||
public override void Set_TotalScore(int score)
|
public override void Set_TotalScore(int score)
|
||||||
{
|
{
|
||||||
|
|
@ -12,4 +13,8 @@ public class Ingame_Wave : Ingame_DungeonBase
|
||||||
{
|
{
|
||||||
texts[1].text = life.ToString();
|
texts[1].text = life.ToString();
|
||||||
}
|
}
|
||||||
|
public override void Set_WaveGold(int gold)
|
||||||
|
{
|
||||||
|
m_Gold.Set(2, gold);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -24,10 +24,17 @@ public class MainStatLvUpCard : CardBase
|
||||||
Set_Price();
|
Set_Price();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Set_UI()
|
int Get_Lv()
|
||||||
{
|
{
|
||||||
var curmap = MyValue.MyChoiceMapData;
|
var curmap = MyValue.MyChoiceMapData;
|
||||||
var lv = ServerInfo.Ins.m_ServerData.MapData_Get_StatLv(curmap.n_MapID, curmap.n_Difficult, m_Data.mainStatType);
|
int lv = curmap.Get_MapData().e_Dungeon == eDungeon.d4_Wave ? DungeonInfo.Ins.dic_WaveStat[m_Data.mainStatType] :
|
||||||
|
ServerInfo.Ins.m_ServerData.MapData_Get_StatLv(curmap.n_MapID, curmap.n_Difficult, m_Data.mainStatType);
|
||||||
|
return lv;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Set_UI()
|
||||||
|
{
|
||||||
|
int lv = Get_Lv();
|
||||||
labels[0].text = $"Lv.{lv}";
|
labels[0].text = $"Lv.{lv}";
|
||||||
labels[1].text = $"{lv}"; // TODO 정인호 : 레벨당 스탯1 임시
|
labels[1].text = $"{lv}"; // TODO 정인호 : 레벨당 스탯1 임시
|
||||||
}
|
}
|
||||||
|
|
@ -36,27 +43,43 @@ public class MainStatLvUpCard : CardBase
|
||||||
{
|
{
|
||||||
var price = Get_Price();
|
var price = Get_Price();
|
||||||
labels[2].text = NumberFormatter.FormatNumber(price);
|
labels[2].text = NumberFormatter.FormatNumber(price);
|
||||||
if (ServerInfo.Ins.m_ServerData.Check_ItemAmount(eItem.Gold, price, 0, false))
|
|
||||||
labels[2].color = Color.black;
|
bool canLvUp = false;
|
||||||
|
var curmap = MyValue.MyChoiceMapData;
|
||||||
|
if (curmap.Get_MapData().e_Dungeon == eDungeon.d4_Wave)
|
||||||
|
canLvUp = DungeonInfo.Ins.WaveGold >= price;
|
||||||
else
|
else
|
||||||
labels[2].color = Color.red;
|
canLvUp = ServerInfo.Ins.m_ServerData.Check_ItemAmount(eItem.Gold, price, 0, false);
|
||||||
|
|
||||||
|
if (canLvUp) labels[2].color = Color.black;
|
||||||
|
else labels[2].color = Color.red;
|
||||||
}
|
}
|
||||||
|
|
||||||
int Get_Price()
|
int Get_Price() { return (Get_Lv() + 1) * 100; }
|
||||||
{
|
|
||||||
var curMap = MyValue.MyChoiceMapData;
|
|
||||||
var lv = ServerInfo.Ins.m_ServerData.MapData_Get_StatLv(curMap.n_MapID, curMap.n_Difficult, m_Data.mainStatType);
|
|
||||||
return (lv + 1) * 100;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnClick_LvUp()
|
public void OnClick_LvUp()
|
||||||
|
{
|
||||||
|
var price = Get_Price();
|
||||||
|
var curmap = MyValue.MyChoiceMapData;
|
||||||
|
if (curmap.Get_MapData().e_Dungeon == eDungeon.d4_Wave)
|
||||||
|
{
|
||||||
|
if (DungeonInfo.Ins.WaveGold >= price)
|
||||||
|
{
|
||||||
|
DungeonInfo.Ins.Add_WaveGold(-price);
|
||||||
|
++DungeonInfo.Ins.dic_WaveStat[m_Data.mainStatType];
|
||||||
|
DungeonInfo.Ins.dic_WaveStat[m_Data.mainStatType].RandomizeCryptoKey();
|
||||||
|
Set_UI();
|
||||||
|
Set_Price();
|
||||||
|
MyValue.Get_ActorStatInfoorNull(eRole.PC);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
var sdata = ServerInfo.Ins.m_ServerData;
|
var sdata = ServerInfo.Ins.m_ServerData;
|
||||||
if (sdata.Check_ItemAmount(eItem.Gold, Get_Price()))
|
if (sdata.Check_ItemAmount(eItem.Gold, Get_Price()))
|
||||||
{
|
{
|
||||||
sdata.Use_Item(eItem.Gold, Get_Price());
|
sdata.Use_Item(eItem.Gold, price);
|
||||||
var curMap = MyValue.MyChoiceMapData;
|
sdata.MapData_Add_StatLv(curmap.n_MapID, curmap.n_Difficult, m_Data.mainStatType);
|
||||||
sdata.MapData_Add_StatLv(curMap.n_MapID, curMap.n_Difficult, m_Data.mainStatType);
|
|
||||||
Set_UI();
|
Set_UI();
|
||||||
Set_Price();
|
Set_Price();
|
||||||
|
|
||||||
|
|
@ -64,3 +87,4 @@ public class MainStatLvUpCard : CardBase
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
@ -61,7 +61,7 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
|
||||||
break;
|
break;
|
||||||
case eGameMode.Dungeon:
|
case eGameMode.Dungeon:
|
||||||
DSUtil.InActivateGameObjects(gos, 2);
|
DSUtil.InActivateGameObjects(gos, 2);
|
||||||
gos_etc[0].SetActive(false);
|
gos_etc[0].SetActive(MyValue.MyChoiceMapData.Get_MapData().e_Dungeon == eDungeon.d4_Wave);
|
||||||
DSUtil.InActivateGameObjects(gos_ingame, 1);
|
DSUtil.InActivateGameObjects(gos_ingame, 1);
|
||||||
Refresh_DungeonUI();
|
Refresh_DungeonUI();
|
||||||
break;
|
break;
|
||||||
|
|
|
||||||
|
|
@ -104,15 +104,6 @@ public static class MyValue
|
||||||
}
|
}
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
public static int Get_RandomID_byGrade(eItem item, eItemGrade grade)
|
|
||||||
{
|
|
||||||
var ids = Get_IDs_byGrade(grade);
|
|
||||||
return ids[Random.Range(0, ids.Length)];
|
|
||||||
}
|
|
||||||
public static int[] Get_IDs_byGrade(eItemGrade grade) { int index = (int)grade; return new int[] { index * 4 - 3, index * 4 - 2, index * 4 - 1, index * 4 }; }
|
|
||||||
|
|
||||||
public static float Mul_100 = 100f, TimeAttackMax = int.MaxValue;
|
|
||||||
public static int VegetableField = 8, TreeCount = 30, GambleADCount = 5;
|
|
||||||
|
|
||||||
// 역할 프리셋 아이디(펫, 요정은 id > 0, PC는 0)
|
// 역할 프리셋 아이디(펫, 요정은 id > 0, PC는 0)
|
||||||
static Dictionary<(eRole, string, int), ActorStatInfo> dic_ActorStatInfo = new Dictionary<(eRole, string, int), ActorStatInfo>();
|
static Dictionary<(eRole, string, int), ActorStatInfo> dic_ActorStatInfo = new Dictionary<(eRole, string, int), ActorStatInfo>();
|
||||||
|
|
@ -351,12 +342,18 @@ public class ActorStatInfo
|
||||||
Set_Fruit(); // 열매 값 적용
|
Set_Fruit(); // 열매 값 적용
|
||||||
Set_Farmer(); // 농부 값 적용(전투x)
|
Set_Farmer(); // 농부 값 적용(전투x)
|
||||||
|
|
||||||
|
// 펫
|
||||||
var Pet_All_Stat_Multiplier = isPet ? Get_Stat(eStat.Pet_Stat_Multiplier) : 0d;
|
var Pet_All_Stat_Multiplier = isPet ? Get_Stat(eStat.Pet_Stat_Multiplier) : 0d;
|
||||||
Set_Stat(true, eStat.STR, Get_Stat(eStat.STR) * (Get_Stat(eStat.STR_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.STR_Multiplier) + Pet_All_Stat_Multiplier));
|
Set_Stat(true, eStat.STR, Get_Stat(eStat.STR) * (Get_Stat(eStat.STR_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.STR_Multiplier) + Pet_All_Stat_Multiplier));
|
||||||
Set_Stat(true, eStat.DEX, Get_Stat(eStat.DEX) * (Get_Stat(eStat.DEX_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.DEX_Multiplier) + Pet_All_Stat_Multiplier));
|
Set_Stat(true, eStat.DEX, Get_Stat(eStat.DEX) * (Get_Stat(eStat.DEX_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.DEX_Multiplier) + Pet_All_Stat_Multiplier));
|
||||||
Set_Stat(true, eStat.INT, Get_Stat(eStat.INT) * (Get_Stat(eStat.INT_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.INT_Multiplier) + Pet_All_Stat_Multiplier));
|
Set_Stat(true, eStat.INT, Get_Stat(eStat.INT) * (Get_Stat(eStat.INT_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.INT_Multiplier) + Pet_All_Stat_Multiplier));
|
||||||
Set_Stat(true, eStat.LUK, Get_Stat(eStat.LUK) * (Get_Stat(eStat.LUK_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.LUK_Multiplier) + Pet_All_Stat_Multiplier));
|
Set_Stat(true, eStat.LUK, Get_Stat(eStat.LUK) * (Get_Stat(eStat.LUK_Multiplier) + Get_Stat(eStat.ALL_STAT_Multiplier) + Get_BuffStat(eStat.LUK_Multiplier) + Pet_All_Stat_Multiplier));
|
||||||
|
|
||||||
|
// 몬스터 웨이브
|
||||||
|
Set_Stat(true, eStat.STR, DungeonInfo.Ins.dic_WaveStat[eMainStatType.STR]);
|
||||||
|
Set_Stat(true, eStat.DEX, DungeonInfo.Ins.dic_WaveStat[eMainStatType.DEX]);
|
||||||
|
Set_Stat(true, eStat.INT, DungeonInfo.Ins.dic_WaveStat[eMainStatType.INT]);
|
||||||
|
|
||||||
// 힘
|
// 힘
|
||||||
var multi = MyValue.dic_MainStatMultiplier[eMainStatType.STR];
|
var multi = MyValue.dic_MainStatMultiplier[eMainStatType.STR];
|
||||||
if (classData.Get_MainStat() == eMainStatType.STR)
|
if (classData.Get_MainStat() == eMainStatType.STR)
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue