// Ajouter degat lorsqu'on a rien d'équiper public float CalculateDamage(Item2 CurrentItem = null) { float alldamage = 0f; if (CurrentItem != null) { var slot = equipment.FindItemOnInventory(CurrentItem); alldamage = slot.item.valueFlat; foreach (var stat in attributes) { if (stat.type == slot.item.damageBuffStat) { alldamage += (stat.value.BaseValue + stat.value.ModifiedValue) * slot.item.damageBuffPercentValue; } } } else { alldamage = 5; } return(alldamage); }