예제 #1
0
        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));
        }
예제 #2
0
        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));
        }
예제 #3
0
        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));
        }
예제 #4
0
        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));
        }
예제 #5
0
        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));
        }
예제 #6
0
        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));
        }
예제 #7
0
        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));
        }
예제 #8
0
        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));
        }
예제 #9
0
        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));
        }
예제 #10
0
        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));
        }
예제 #11
0
        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));
        }
예제 #12
0
        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));
        }
예제 #13
0
        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));
        }
예제 #14
0
        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));
        }
예제 #15
0
        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));
        }
예제 #16
0
        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));
        }
예제 #17
0
        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));
        }
예제 #18
0
        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));
        }
예제 #19
0
        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));
        }
예제 #20
0
        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));
        }
예제 #21
0
        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));
        }
예제 #22
0
        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));
        }
예제 #23
0
        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));
        }
예제 #24
0
        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));
        }