public int attack(Enemy.EnemyClass enemy) { int minDamageAfterArmor = (int)MinDamageWithEquipment() * (100 - enemy.armor) / 100; int maxDamageAfterArmor = (int)MaxDamageWithEquipment() * (100 - enemy.armor) / 100; return(damageDealt.Next(minDamageAfterArmor, maxDamageAfterArmor)); }
public int overpower(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= Overpower.levelRequired) { mana -= Overpower.mana; } else { mana -= 1000; } int overpowerBashAbilityAfterArmor = Overpower.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(overpowerBashAbilityAfterArmor - 3, overpowerBashAbilityAfterArmor + 3)); }
public int assault(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= Assault.levelRequired) { mana -= Assault.mana; } else { mana -= 1000; } int assaultAbilityAfterArmor = Assault.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(assaultAbilityAfterArmor - 8, assaultAbilityAfterArmor + 8)); }
public int shieldbash(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= Shieldbash.levelRequired) { mana -= Shieldbash.mana; } else { mana -= 1000; } int shieldBashAbilityAfterArmor = Shieldbash.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(shieldBashAbilityAfterArmor - 2, shieldBashAbilityAfterArmor + 2)); }
public int mightyblow(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= mightyBlowAbility.levelRequired) { mana -= mightyBlowAbility.mana; } else { mana -= 1000; } int mightyBlowAbilityAfterArmor = mightyBlowAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(mightyBlowAbilityAfterArmor - 7, mightyBlowAbilityAfterArmor + 7)); }
public int belowthebelt(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= belowTheBeltAbility.levelRequired) { mana -= belowTheBeltAbility.mana; } else { mana -= 1000; } int shootAbilityAfterArmor = belowTheBeltAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(shootAbilityAfterArmor - 3, shootAbilityAfterArmor + 3)); }
public int backstab(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= backstabAbility.levelRequired) { mana -= backstabAbility.mana; } else { mana -= 1000; } int backstabAbilityAfterArmor = backstabAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(backstabAbilityAfterArmor - 2, backstabAbilityAfterArmor + 2)); }
public int ambush(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= ambushAbility.levelRequired) { mana -= ambushAbility.mana; } else { mana -= 1000; } int ambushAbilityAfterArmor = ambushAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(ambushAbilityAfterArmor - 5, ambushAbilityAfterArmor + 10)); }
public int blizzard(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= blizzardAbility.levelRequired) { mana -= blizzardAbility.mana; } else { mana -= 1000; } int blizzardAfterResistance = blizzardAbility.averageDamage * (100 - enemy.iceResistance) / 100; return(damageDealt.Next(blizzardAfterResistance - 15, blizzardAfterResistance + 15)); }
public int inferno(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= infernoAbility.levelRequired) { mana -= infernoAbility.mana; } else { mana -= 1000; } int infernoAfterResistance = infernoAbility.averageDamage * (100 - enemy.fireResistance) / 100; return(damageDealt.Next(infernoAfterResistance - 10, infernoAfterResistance + 10)); }
public int lightning(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= lightningAbility.levelRequired) { mana -= lightningAbility.mana; } else { mana -= 1000; } int lightningAfterResistance = lightningAbility.averageDamage * (100 - enemy.lightningResistance) / 100; return(damageDealt.Next(lightningAfterResistance - 15, lightningAfterResistance + 15)); }
public int immolate(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= immolateAbility.levelRequired) { mana -= immolateAbility.mana; } else { mana -= 1000; } int immolateAfterResistance = immolateAbility.averageDamage * (100 - enemy.fireResistance) / 100; return(damageDealt.Next(immolateAfterResistance - 7, immolateAfterResistance + 7)); }
public int execute(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= executeAbility.levelRequired) { mana -= executeAbility.mana; } else { mana -= 1000; } int executeAbilityAfterArmor = executeAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(executeAbilityAfterArmor - 4, executeAbilityAfterArmor + 4)); }
public int rampage(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= rampageAbility.levelRequired) { mana -= rampageAbility.mana; } else { mana -= 1000; } int rampageAbilityAfterArmor = rampageAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(rampageAbilityAfterArmor - 10, rampageAbilityAfterArmor + 10)); }
public int whirlwind(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= whirlwindAbility.levelRequired) { mana -= whirlwindAbility.mana; } else { mana -= 1000; } int whirlwindAbilityAfterArmor = whirlwindAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(whirlwindAbilityAfterArmor - 8, whirlwindAbilityAfterArmor + 8)); }
public int hearthstrike(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= Execute.levelRequired) { mana -= Execute.mana; } else { mana -= 1000; } int hearthStrikeAbilityAfterArmor = HeartStrike.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(hearthStrikeAbilityAfterArmor - 5, hearthStrikeAbilityAfterArmor + 10)); }
public int hookandtackle(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= hookAndTackleAbility.levelRequired) { mana -= hookAndTackleAbility.mana; } else { mana -= 1000; } int hookAndTackleAbilityAfterArmor = hookAndTackleAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(hookAndTackleAbilityAfterArmor - 5, hookAndTackleAbilityAfterArmor + 10)); }
public int fireball(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= fireballAbility.levelRequired) { mana -= fireballAbility.mana; } else { mana -= 1000; } int fireballAfterResistance = fireballAbility.averageDamage * (100 - enemy.fireResistance) / 100; return(damageDealt.Next(fireballAfterResistance - 2, fireballAfterResistance + 2)); }
public int throatcut(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= throatCutAbility.levelRequired) { mana -= throatCutAbility.mana; } else { mana -= 1000; } int throatCutAbilityAfterArmor = throatCutAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(throatCutAbilityAfterArmor - 5, throatCutAbilityAfterArmor + 10)); }
public int shock(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= shockAbility.levelRequired) { mana -= shockAbility.mana; } else { mana -= 1000; } int shockAfterResistance = shockAbility.averageDamage * (100 - enemy.lightningResistance) / 100; return(damageDealt.Next(shockAfterResistance - 8, shockAfterResistance + 8)); }
public int multistrike(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= multistrikeAbility.levelRequired) { mana -= multistrikeAbility.mana; } else { mana -= 1000; } int multistrikeAfterArmor = multistrikeAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(multistrikeAfterArmor - 8, multistrikeAfterArmor + 8)); }
public int icelance(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= iceLanceAbility.levelRequired) { mana -= iceLanceAbility.mana; } else { mana -= 1000; } int iceLanceAfterResistance = iceLanceAbility.averageDamage * (100 - enemy.iceResistance) / 100; return(damageDealt.Next(iceLanceAfterResistance - 5, iceLanceAfterResistance + 10)); }
public int stealthkill(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= stealthKillAbility.levelRequired) { mana -= stealthKillAbility.mana; } else { mana -= 1000; } int stealthKillAbilityAfterArmor = stealthKillAbility.averageDamage * (100 - enemy.armor) / 100; return(damageDealt.Next(stealthKillAbilityAfterArmor - 5, stealthKillAbilityAfterArmor + 10)); }
public int iceblast(Enemy.EnemyClass enemy) { Random damageDealt = new Random(); if (level >= IceBlast.levelRequired) { mana -= IceBlast.mana; } else { mana -= 1000; } int iceBlastAfterResistance = IceBlast.averageDamage * (100 - enemy.iceResistance) / 100; return(damageDealt.Next(iceBlastAfterResistance - 4, iceBlastAfterResistance + 4)); }