コード例 #1
0
        private static bool GetRandomUltSpellDamage(RandomUltSpell spell, Obj_AI_Base target)
        {
            var level      = Player.Instance.Spellbook.GetSpell(spell.Slot).Level - 1;
            var damageType = spell.DamageType;
            var damage     = 0f;

            switch (spell.Name)
            {
            case "Ashe":
            {
                damage = new float[] { 250, 425, 600 }[level] +1 * Player.Instance.FlatMagicDamageMod;
                break;
            }

            case "Draven":
            {
                damage = (new float[] { 175, 275, 375 }[level] +1.1f * Player.Instance.FlatPhysicalDamageMod)
                         * 2;
                break;
            }

            case "Ezreal":
            {
                damage = new float[] { 350, 500, 650 }[level] +0.9f * Player.Instance.FlatMagicDamageMod
                + 1 * Player.Instance.FlatPhysicalDamageMod;
                break;
            }

            case "Gangplank":
            {
                damage = (new float[] { 50, 70, 90 }[level] +0.1f * Player.Instance.FlatMagicDamageMod) * 5;
                break;
            }

            case "Jinx":
            {
                damage = new float[] { 250, 350, 450 }[level]
                +new float[] { 25, 30, 35 }[level] / 100 * (target.MaxHealth - target.Health)
                + 1 * Player.Instance.FlatPhysicalDamageMod;
                break;
            }

            case "Lux":
            {
                damage = new float[] { 300, 400, 500 }[level] +0.75f * Player.Instance.FlatMagicDamageMod;
                break;
            }

            case "Ziggs":
            {
                damage = new float[] { 200, 300, 400 }[level] +0.72f * Player.Instance.FlatMagicDamageMod;
                break;
            }
            }
            return(Player.Instance.CalculateDamageOnUnit(target, damageType, damage) * 0.7 > target.Health);
        }
コード例 #2
0
ファイル: RandomUlt.cs プロジェクト: FireBuddy/EloBuddy-2
        private bool GetRandomUltSpellDamage(RandomUltSpell spell, Obj_AI_Base target)
        {
            var level = Player.Instance.Spellbook.GetSpell(spell.Slot).Level - 1;
            var damageType = spell.DamageType;
            var damage = 0f;
            switch (spell.Name)
            {
                case "Ashe":
                {
                    damage = new float[] { 250, 425, 600 }[level] + 1 * Player.Instance.FlatMagicDamageMod;
                    break;
                }

                case "Draven":
                {
                    damage = (new float[] { 175, 275, 375 }[level] + 1.1f * Player.Instance.FlatPhysicalDamageMod)
                             * 2;
                    break;
                }

                case "Ezreal":
                {
                    damage = new float[] { 350, 500, 650 }[level] + 0.9f * Player.Instance.FlatMagicDamageMod
                             + 1 * Player.Instance.FlatPhysicalDamageMod;
                    break;
                }

                case "Gangplank":
                {
                    damage = (new float[] { 50, 70, 90 }[level] + 0.1f * Player.Instance.FlatMagicDamageMod) * 5;
                    break;
                }

                case "Jinx":
                {
                    damage = new float[] { 250, 350, 450 }[level]
                             + new float[] { 25, 30, 35 }[level] / 100 * (target.MaxHealth - target.Health)
                             + 1 * Player.Instance.FlatPhysicalDamageMod;
                    break;
                }

                case "Lux":
                {
                    damage = new float[] { 300, 400, 500 }[level] + 0.75f * Player.Instance.FlatMagicDamageMod;
                    break;
                }

                case "Ziggs":
                {
                    damage = new float[] { 200, 300, 400 }[level] + 0.72f * Player.Instance.FlatMagicDamageMod;
                    break;
                }
            }
            return Player.Instance.CalculateDamageOnUnit(target, damageType, damage) * 0.7 > target.Health;
        }