public override SkillForecast ComputeForecast(ICombatant attacker, ICombatant defender) { var hitChance = new HitChance(attacker, defender); var critChance = new CritChance(attacker, defender); var glanceChance = new GlanceChance(attacker, defender); var chances = new SkillChances { CritChance = critChance.Value, HitChance = hitChance.Value, GlanceChance = glanceChance.Value }; var attackCount = new AttackCount(attacker, defender); var hit = new SkillHit { BaseDamage = DamageUtils.ComputeMeleeDamage(attacker, defender), HitCount = attackCount.Value }; return(new SkillForecast { Type = Type, Hit = hit, Chances = chances, Attacker = attacker, Defender = defender }); }
public override SkillForecast ComputeForecast(ICombatant attacker, ICombatant defender) { var result = base.ComputeForecast(attacker, defender); // Knockback only gets one hit, always var hit = new SkillHit { BaseDamage = DamageUtils.ComputeMeleeDamage(attacker, defender), HitCount = 1 }; result.Hit = hit; return(result); }
public override SkillForecast ComputeForecast(ICombatant attacker, ICombatant defender) { var attackCount = 1; var chances = new SkillChances { CritChance = 100, HitChance = 100, GlanceChance = 0 }; var myKinesis = attacker.GetAttribute(Attribute.AttributeType.Special).Value; var hit = new SkillHit { BaseDamage = myKinesis, HitCount = attackCount }; return(new SkillForecast { Type = Type, Hit = hit, Chances = chances, Attacker = attacker, Defender = defender }); }