예제 #1
0
        private double GetBonusDmg(Obj_AI_Base Target)
        {
            double DmgItem = 0;

            if (Items.HasItem(Sheen) && ((Items.CanUseItem(Sheen) && SkillW.IsReady()) || Player.HasBuff("sheen", true)) && Player.BaseAttackDamage > DmgItem)
            {
                DmgItem = Player.BaseAttackDamage;
            }
            if (Items.HasItem(Trinity) && ((Items.CanUseItem(Trinity) && SkillW.IsReady()) || Player.HasBuff("sheen", true)) && Player.BaseAttackDamage * 2 > DmgItem)
            {
                DmgItem = Player.BaseAttackDamage * 2;
            }
            return((SkillW.IsReady() || Player.HasBuff("JaxEmpowerTwo", true) ? SkillW.GetDamage(Target) : 0) + (RCount >= 2 ? SkillR.GetDamage(Target) : 0) + Player.GetAutoAttackDamage(Target, true) + Player.CalcDamage(Target, Damage.DamageType.Physical, DmgItem));
        }
예제 #2
0
        private double GetBonusDmg(Obj_AI_Base target)
        {
            double DmgItem = 0;

            if (Items.HasItem(Sheen) && (Items.CanUseItem(Sheen) || Player.HasBuff("sheen", true)) && Player.BaseAttackDamage > DmgItem)
            {
                DmgItem = Player.BaseAttackDamage;
            }
            if (Items.HasItem(Trinity) && (Items.CanUseItem(Trinity) || Player.HasBuff("sheen", true)) && Player.BaseAttackDamage * 2 > DmgItem)
            {
                DmgItem = Player.BaseAttackDamage * 2;
            }
            return(SkillW.GetDamage(target) + Player.CalcDamage(target, Damage.DamageType.Physical, Player.BaseAttackDamage + Player.FlatPhysicalDamageMod + DmgItem));
        }
예제 #3
0
        private double GetBonusDmg(Obj_AI_Base target)
        {
            double DmgItem = 0;

            if (Items.HasItem(Sheen) && (Items.CanUseItem(Sheen) || Player.HasBuff("sheen", true)) && Player.BaseAttackDamage > DmgItem)
            {
                DmgItem = Player.BaseAttackDamage;
            }
            if (Items.HasItem(Trinity) && (Items.CanUseItem(Trinity) || Player.HasBuff("sheen", true)) && Player.BaseAttackDamage * 2 > DmgItem)
            {
                DmgItem = Player.BaseAttackDamage * 2;
            }
            double DmgSkill = 0;

            if (SkillW.IsReady() || Player.HasBuff("JaxEmpowerTwo", true))
            {
                DmgSkill += SkillW.GetDamage(target);
            }
            if (RCount >= 2)
            {
                DmgSkill += SkillR.GetDamage(target);
            }
            return(DmgSkill + Player.CalcDamage(target, Damage.DamageType.Physical, Player.BaseAttackDamage + Player.FlatPhysicalDamageMod + DmgItem));
        }