Example #1
0
    public new void use(Character doer, List <Character> targets, IRoller roller)
    {
        base.use(doer, targets, roller);
        float myRoll     = roller.roll();
        float baseDamage = doer.weapon.damgeMin + (doer.weapon.damgeMax - doer.weapon.damgeMin) * myRoll;

        baseDamage += doer.attack.value;
        baseDamage  = mods.calc(baseDamage);

        targets[0].dealDamage(baseDamage - targets[0].defense.value);
    }
Example #2
0
    public new void use(Character doer, List <Character> targets, IRoller roller)
    {
        base.use(doer, targets, roller);

        float myRoll   = roller.roll();
        float baseHeal = doer.weapon.damgeMin + (doer.weapon.damgeMax - doer.weapon.damgeMin) * myRoll;

        baseHeal += doer.attack.value;

        baseHeal = mods.calc(baseHeal);

        targets[0].heal(baseHeal);
    }
Example #3
0
    public new void use(Character doer, List <Character> targets, IRoller roller)
    {
        base.use(doer, targets, roller);
        float myRoll   = roller.roll();
        float baseHeal = doer.weapon.damgeMin + (doer.weapon.damgeMax - doer.weapon.damgeMin) * myRoll;

        baseHeal += doer.attack.value;
        baseHeal  = mods.calc(baseHeal);

        for (int i = 0; i < targets.Count; i++)
        {
            targets[i].heal(baseHeal / 2);//2 will be something else
        }
    }
Example #4
0
    private int rollStat(IRoller roller, int min, int max)
    {
        float rolled = roller.roll();

        return((int)(min + (max - min) * rolled));
    }