Exemple #1
0
        protected float GetAttackUnit(AbstractUnit target)
        {
            Effect effect = target.GetEffect(1); //defense
            //EquipmentEffect equipmentEffect = body.GetEquipmentEffect(1);

            int bonusLevel = effect.IdEffect == -1 ? 1 : effect.LevelEffect + 1;

            //int bonusEquipmentLevel = equipmentEffect.IdEffect == -1 ? 1 : equipmentEffect.LevelEffect;


            return(basisAttack / (bonusLevel * target.brain.basisDefense));// + bonusEquipmentLevel;
        }
Exemple #2
0
        protected float GetVitessUnit()
        {
            float baseVitess = basisSpeed;

            Effect effect = body.GetEffect(0);
            //EquipmentEffect equipmentEffect = body.GetEquipmentEffect(0);
            int bonusLevel = effect.IdEffect == -1 ? 0 : effect.LevelEffect;

            // int bonusEquipmentLevel = equipmentEffect.IdEffect == -1 ? 0 : equipmentEffect.LevelEffect;

            return(baseVitess + bonusLevel * 0.5f);
        }