public float CalcMagicDamage(GameUnit target, float fDamage = 0) { var adPercent = fDamage / 100; var calculation = adPercent* (100 - ((target.magicArmor - ObjectManager.Player.PercentMagicPenetrationMod)/ (100*ObjectManager.Player.PercentMagicPenetrationMod))); return calculation; }
public float DistanceTo(GameUnit unit) { return unit.Unit.Position.Distance(Unit.Position); }
public float CalcDamage(GameUnit target, float fDamage = 0) { if (fDamage.Equals(0)) fDamage = ObjectManager.Player.TotalAttackDamage; var adPercent = fDamage / 100; var calculation = adPercent* (100 - ((target.armor - ObjectManager.Player.PercentArmorPenetrationMod)/ (100*ObjectManager.Player.PercentArmorPenetrationMod))); return calculation; }
public void Attack(GameUnit unit) { ObjectManager.Player.IssueOrder(GameObjectOrder.AttackUnit, unit.Unit); }