private static void Attack(Gladiator a, Gladiator b) { int attackRoll = Return.RandomInt(0, 101); //A crits if (attackRoll < 6) { if (momentum < 0) { b.TakeDamage(a, momentum, 1); } else { b.TakeDamage(a, Math.Abs(momentum), 1); } momentum -= 3; } //B Crits else if (attackRoll > 95) { if (momentum > 0) { a.TakeDamage(b, momentum, 1); } else { a.TakeDamage(b, -momentum, 1); } momentum += 3; } //Up for grabs! else { //Modify based on offence attackRoll -= a.Offence; attackRoll += b.Offence; //If less than 50, a wins, but b's defence can mitigate if (attackRoll < 50) { attackRoll = (attackRoll + b.Defence / 2 > 50) ? 50 : attackRoll + b.Defence / 2; } //If not, b wins, but a's defence can mitigate else { attackRoll = (attackRoll - a.Defence / 2 < 50) ? 50 : attackRoll - a.Defence / 2; } if (attackRoll < 45 && attackRoll >= 25) { if (momentum < 0) { b.TakeDamage(a, momentum, 3); } else { b.TakeDamage(a, Math.Abs(momentum), 3); } momentum -= 1; } else if (attackRoll < 25 && attackRoll >= 11) { if (momentum < 0) { b.TakeDamage(a, momentum, 2); } else { b.TakeDamage(a, Math.Abs(momentum), 2); } momentum -= 2; } else if (attackRoll < 11) { if (momentum < 0) { b.TakeDamage(a, momentum, 1); } else { b.TakeDamage(a, Math.Abs(momentum), 1); } momentum -= 3; } else if (attackRoll > 55 && attackRoll <= 75) { if (momentum > 0) { a.TakeDamage(b, momentum, 3); } else { a.TakeDamage(b, -momentum, 3); } momentum += 1; } else if (attackRoll > 75 && attackRoll <= 90) { if (momentum > 0) { a.TakeDamage(b, momentum, 2); } else { a.TakeDamage(b, -momentum, 2); } momentum += 2; } else if (attackRoll > 90) { if (momentum > 0) { a.TakeDamage(b, momentum, 1); } else { a.TakeDamage(b, -momentum, 1); } momentum += 3; } else { int r = Return.RandomInt(0, 3); if (a.Owner.player || b.Owner.player) { string x = (r == 0) ? "The two gladiators circle each other, neither gaining an advantage" : (r == 1) ? $"{a.name} makes a feint, but {b.name} doesn't fall for it" : $"{b.name} makes a feint, but {a.name} doesn't fall for it"; Write.Line(0, 24, x); } } } }