Fix up stat handling in LevelUp patch
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@@ -74,6 +74,9 @@
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<Reference Include="UnityEngine">
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<HintPath>$(GAME_MANAGED)/UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>$(GAME_MANAGED)/UnityEngine.UI.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>$(GAME_MANAGED)/UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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@@ -5,6 +5,8 @@ using BepInEx;
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using BepInEx.Configuration;
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using HarmonyLib;
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using HarmonyLib.Tools;
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using UnityEngine;
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using UnityEngine.UI;
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namespace BanquetForCyka {
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[BepInPlugin(PluginGuid, PluginName, PluginVersion)]
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@@ -82,56 +84,56 @@ namespace BanquetForCyka {
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[HarmonyPatch(typeof(LevelUp), "ClickedStat")]
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public class Actions_ClickedStat {
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private static float originalStr;
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private static float originalAgi;
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private static float originalDex;
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private static float originalPag;
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private static float originalSen;
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public static bool Prefix(ref LevelUp __instance, GameObject go) {
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if (__instance.levelUpSkills || !__instance.open) {
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return true; // Let original method handle this case
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}
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public static void Prefix(ref LevelUp __instance) {
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Main.LogDebug("Original Str: " + __instance.character.stats.strength, Main.debugStatEntry);
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Main.LogDebug("Original Agi: " + __instance.character.stats.agility, Main.debugStatEntry);
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Main.LogDebug("Original Dex: " + __instance.character.stats.dexterity, Main.debugStatEntry);
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Main.LogDebug("Original Pag: " + __instance.character.stats.pagan, Main.debugStatEntry);
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Main.LogDebug("Original Sen: " + __instance.character.stats.sensory, Main.debugStatEntry);
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string name = go.name;
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if (__instance.statChosen1 != "" || name == __instance.statChosen1) {
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return true; // Let original method handle this case
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}
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originalStr = __instance.character.stats.strength;
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originalAgi = __instance.character.stats.agility;
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originalDex = __instance.character.stats.dexterity;
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originalPag = __instance.character.stats.pagan;
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originalSen = __instance.character.stats.sensory;
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}
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float num = 0f;
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if (name == "Strength") {
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num = __instance.savedStr;
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}
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if (name == "Agility") {
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num = __instance.savedAgl;
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}
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if (name == "Dexterity") {
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num = __instance.savedDex;
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}
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if (name == "Aura") {
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num = __instance.savedAur;
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}
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if (name == "Pagan") {
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num = __instance.savedPag;
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}
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if (name == "Sensory") {
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num = __instance.savedSen;
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}
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public static void Postfix(ref LevelUp __instance) {
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float deltaStr = __instance.character.stats.strength - originalStr;
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float deltaAgi = __instance.character.stats.agility - originalAgi;
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float deltaDex = __instance.character.stats.dexterity - originalDex;
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float deltaPag = __instance.character.stats.pagan - originalPag;
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float deltaSen = __instance.character.stats.sensory - originalSen;
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Main.LogDebug("Original stat value: " + num, Main.debugStatEntry);
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float result = Main.levelUpStatEntry.Evaluate(1f); // Evaluate the increase amount
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Main.LogDebug("Modified increase amount: " + result, Main.debugStatEntry);
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Main.LogDebug("Delta Str: " + deltaStr, Main.debugStatEntry);
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Main.LogDebug("Delta Agi: " + deltaAgi, Main.debugStatEntry);
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Main.LogDebug("Delta Dex: " + deltaDex, Main.debugStatEntry);
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Main.LogDebug("Delta Pag: " + deltaPag, Main.debugStatEntry);
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Main.LogDebug("Delta Sen: " + deltaSen, Main.debugStatEntry);
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// Set the stat with the modified increase
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__instance.character.stats.SetStat(name, num + result);
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Links.x.characterSheet.GetStatNums();
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Links.x.characterSheet.GetOutput();
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float resultStr = Main.levelUpStatEntry.Evaluate(deltaStr);
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float resultAgi = Main.levelUpStatEntry.Evaluate(deltaAgi);
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float resultDex = Main.levelUpStatEntry.Evaluate(deltaDex);
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float resultPag = Main.levelUpStatEntry.Evaluate(deltaPag);
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float resultSen = Main.levelUpStatEntry.Evaluate(deltaSen);
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// Update UI elements like the original method would
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__instance.statTokenUse1.enabled = true;
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__instance.statTokenCounter1.enabled = false;
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__instance.statTokenUse1RT.anchoredPosition =
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__instance.skillTrs[__instance.GetTransformIndex(name, true)].anchoredPosition;
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__instance.statChosen1 = name;
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__instance.dragIndicator.SetActive(false);
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__instance.draggingToken = false;
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__instance.dragToken = null;
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Main.LogDebug("Result Str: " + resultStr, Main.debugStatEntry);
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Main.LogDebug("Result Agi: " + resultAgi, Main.debugStatEntry);
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Main.LogDebug("Result Dex: " + resultDex, Main.debugStatEntry);
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Main.LogDebug("Result Pag: " + resultPag, Main.debugStatEntry);
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Main.LogDebug("Result Sen: " + resultSen, Main.debugStatEntry);
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__instance.character.stats.strength = resultStr;
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__instance.character.stats.agility = resultAgi;
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__instance.character.stats.dexterity = resultDex;
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__instance.character.stats.pagan = resultPag;
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__instance.character.stats.sensory = resultSen;
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return false; // Skip original method
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}
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}
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@@ -144,4 +146,4 @@ namespace BanquetForCyka {
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Main.LogDebug("Modified amount: " + __result, Main.debugLevelUpEntry);
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}
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}
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}
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}
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