public static float calcDamage(hero h, attackRoll a) { //Physical Damage float returnedPhys = calcPhysResist(h.armor, a.physicalDamage); float finalPhys = a.physicalDamage - (a.physicalDamage * returnedPhys); //Fire Damage float returnedFire = calcFireResist(h.fireResist, a.fireDamage); float finalFire = a.fireDamage - (a.fireDamage * returnedFire); //Cold Damage float returnedCold = calcColdResist(h.coldResist, a.coldDamage); float finalCold = a.coldDamage - (a.coldDamage * returnedCold); //Light Damage float returnedLight = calclightResist(h.lightResist, a.lightDamage); float finalLight = a.lightDamage - (a.lightDamage * returnedLight); //Calc Total float total = finalPhys + finalFire + finalCold + finalLight; if (a.isCrit) { Console.WriteLine("**CRITICAL HIT**"); } Console.WriteLine("Physical Damage: {0}", finalPhys); Console.WriteLine("Fire Damage: {0}", finalFire); Console.WriteLine("Cold Damage: {0}", finalCold); Console.WriteLine("Light Damage: {0}", finalLight); Console.WriteLine("Total Damage: {0}", total); return(total); }
static public void Run() { hero h = new hero(); attackRoll a = new attackRoll(); DamageRoller.calcDamage(h, a); }