Stat Concepts

1. System Features

  • 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

2. Player Attributes Configuration

  • 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.

3. Enemy Attributes Configuration

  • Base Path: Assets/RGame/RoguelikeKit/ScriptableObjects/DataSO/Enemy/

  • Design Principles:

    • Each enemy type has its own configuration file

    • Supports attribute inheritance and overrides

4. Calculation Logic

  • Modifier Stacking:

    • Base Value → PowerUp Value → Final Value

A more detailed description

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