// Function public static void attack(UserCharacter u, UserSkill skill) { int damage = Convert.ToInt32(skill.skillData.power + skill.level * skill.skillData.level_power + (u.Int + Command.rand.Next(u.luk)) * skill.skillData.power_factor); u.animation(skill.skillData.use_animation); foreach (Enemy c in u.fieldData.Enemies) { if (c.IsDead) { continue; } if (IsRange(skill.skillData.range_type, skill.skillData.range, u, c)) { c.animation(skill.skillData.target_animation); c.damage(damage.ToString(), false, u); } } }
// Recovery Value public static bool RecoveryHpValue(UserCharacter u, Item item, int value) { u.animation(item.animation_id); u.damage((-value).ToString(), false); return(true); }