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); }
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); }
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 } }
private int rollStat(IRoller roller, int min, int max) { float rolled = roller.roll(); return((int)(min + (max - min) * rolled)); }