Stat Concepts
Last updated
Last updated
Percentage-Based System:
All values represent percentage multipliers (100 = 100% = no change)
Applied multiplicatively with other modifiers
Visual Configuration:
All attributes can be adjusted directly in the Unity Inspector
Supports real-time editing and effect preview
Base Path: Assets/RGame/RoguelikeKit/ScriptableObjects/DataSO/Player/PlayerStat.asset
Core Attribute Groups:
You can change the initial value of attributes such as HP etc. All the values in it, 100 corresponds to 100%, such as Cooldown which represents the skill CD * This value will get the CD calculated by the skill when the game is running, and other attributes are the same, such as Recovery, 0 represents the amount of blood restored, there is no base value, so you can use it directly. Amount defaults to 0 when the skill is created. When a skill is created, it creates its own ammount + the amount of this ammount.
Base Path: Assets/RGame/RoguelikeKit/ScriptableObjects/DataSO/Enemy/
Design Principles:
Each enemy type has its own configuration file
Supports attribute inheritance and overrides
Modifier Stacking:
Base Value → PowerUp Value → Final Value