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Question by AzureBoers · Apr 11, 2018 at 02:22 AM · scripting beginnerrpgrpg-game

Help with Player RPG Attack!

I'm trying to get my currentattack int to work with my Strength int so when they attack they add up right but I keep getting one and when you level up it does'ent add Up right! Here are the scripts

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerStats : MonoBehaviour {

 /* public int currentLevel;
  public int currentEXP;
  public int[] tolevelUP;
  public int[] hpLevels;
  public int[] attackLevels;
  public int[] defenceLevels;*/

 public int currentLevel;
 public int baseExp = 20;
 public int currentExp;

 public int expForNextLevel;
 public int expDiffenceToNextLevel;
 public int totalExpDifference;

 public float fillAmount;
 public float reverseFillAmount;

 public int statPoints;
 public int skillPoints;

 private int addDef;
 public int addStr;
 private int addHP;

 public int currentHP;
 public int currentAttack;
 public int currentDefence;

 public static string PlayerName { get; set; }
 public static int PlayerLevel { get; set; }
 public static BaseStatsClass PlayerClass { get; set; }

 public static int Strength { get; set; }
 public static int Wisdom { get; set; }
 public static int Defence { get; set; }
 public static int HitPoints { get; set; }

 private PlayerHealthManager thePlayerhealth;

 #region Singleton
 public static PlayerStats instance;

 void Awake()
 {
     DontDestroyOnLoad(this.gameObject);
     if (instance != null)
     {
         Debug.LogWarning("Instacne of inventroy found bad!");
         return;
     }
     instance = this;
 }
 #endregion

 // Use this for initialization
 void Start () {

    
     Defence = currentDefence;
     HitPoints = currentHP;
     currentAttack = Strength;
     
     /*currentHP = hpLevels[1];
     currentDefence = defenceLevels[1];*/

    
     thePlayerhealth = FindObjectOfType<PlayerHealthManager>();
 }
 
 // Update is called once per frame
 void Update () {
     /*if(currentEXP >= tolevelUP[currentLevel])
     {
        
         LevelUP();
     }*/
     
     Debug.Log(Strength);
     Debug.Log("CA :" + currentAttack);

     
   
 }


public void Heal(int healthGain) { currentHP += healthGain; }

 public void CalculateLevel(int amount)
 {
     currentExp += amount;

     int temp_cur_level = (int)Mathf.Sqrt(currentExp / baseExp) + 1;

     if (currentLevel != temp_cur_level)
     {
         currentLevel = temp_cur_level;
     }

     expForNextLevel = baseExp * currentLevel * currentLevel;
     expDiffenceToNextLevel = expForNextLevel - currentExp;
     totalExpDifference = expForNextLevel - (baseExp * (currentLevel - 1) * (currentLevel - 1));

     fillAmount = (float)expDiffenceToNextLevel / (float)totalExpDifference;
     reverseFillAmount = 1 - fillAmount;

     statPoints = 5 * (currentLevel - 1);
     skillPoints = 15 * (currentLevel - 1);
     if (currentExp >= totalExpDifference)
     {
         Levelup();
         

     }

 }

 public void Levelup()
 {
         addDef = Defence + (int)Random.Range(1f, 10f);
         addStr = (int)Random.Range(1f, 10f);
                  
     Debug.Log(Strength);

         addHP = PlayerStats.HitPoints + (int)Random.Range(1f, 10f);
 }


 /*public void AddExperience(int experienceToAdd)
 {
     currentEXP += experienceToAdd;
 }

 public void LevelUP()
 {
         currentLevel++;
     currentHP = hpLevels[currentLevel];
     thePlayerhealth.playerMaxHealth = currentHP;
     thePlayerhealth.playerCurrentHealth += currentHP - hpLevels[currentLevel - 1]; 

    // currentAttack = attackLevels[currentLevel];
     currentDefence = defenceLevels[currentLevel];*/

}

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