Exemple #1
0
    public Damage calculateBaseDamage(Ability.IAbility ability)
    {
        int str = 0;

        float damageModifier = ability.getDamageModifier();
        string damageType = ability.getAbilityClass();
        bool crit;
        float critProb = 0.0f;
        float critMultiplier;

        switch (damageType)
        {
            case "Physical":
                str = strength;
                critMultiplier = 1.5f;
                critProb = getBasePhysicalCritProbability();
                break;

            case "Fire":
                str = magic;
                critMultiplier = 1.2f;
                critProb = getBaseMagicCritProbability();
                break;

            case "Ice":
                str = magic;
                critMultiplier = 1.2f;
                critProb = getBaseMagicCritProbability();
                break;

            case "Light":
                str = spirit;
                critMultiplier = 1.2f;
                critProb = getBaseMagicCritProbability();
                break;

            case "Poison":
                str = magic;
                critMultiplier = 1.2f;
                critProb = getBaseMagicCritProbability();
                break;

            case "Ignore":
                return new Damage(0, false);

            default:
                throw new System.NotImplementedException();

        }

        float rand = Random.Range(0.0f, 1.0f);

        crit = critProb > rand ? true : false;
        critMultiplier = crit ? 1.5f : 1.0f;

        return new Damage((int)(((str * str * str) / 32 + 32) * damageModifier * critMultiplier * Random.Range(0.8f, 1.2f)), crit);
    }
Exemple #2
0
    public virtual void takeGeneralDamage(Damage damage, Ability.IAbility  ability, IBattleCharacter source)
    {
        if (ability.getStatusEffectTypes() != null)
        {
            addStatusEffect(ability.getStatusEffectTypes());
        }

        if (this.getCharStats().targetCurHP <= 0)
            return;

        float modifier = UnityEngine.Random.Range(0.9f, 1.1f);
        damage.actualDamage = (int)((float)playerStats.calculateDamageTaken(damage.baseDamage, ability.getAbilityClass()) * modifier);
        takeDamage(damage, ability.show0Damage(), ability.timeToDamage());
    }