public void UseAbility(int i, int tile) { Rng rng = new Rng(); PlayerAttack attack = new PlayerAttack(); PlayerStat stat = new PlayerStat(); switch (PlayerAttack.title[i]) { case Artifact.Title.Crossbow: attack.DamageEnemy(rng.Range(PlayerAttack.powerMin[i], PlayerAttack.powerMax[i]), tile); stat.GainRage(rng.Range(4, 11)); break; case Artifact.Title.BoneSword: attack.DamageEnemy(rng.Range(PlayerAttack.powerMin[i], PlayerAttack.powerMax[i]), tile); stat.GainRage(rng.Range(6, 15)); break; case Artifact.Title.Fireball: attack.DamageEnemy(rng.Range(PlayerAttack.powerMin[i], PlayerAttack.powerMax[i]), tile); stat.GainRage(rng.Range(4, 11)); break; case Artifact.Title.HeavyCannon: if (stat.ConsumeRage()) { attack.DamageEnemy(rng.Range(PlayerAttack.powerMin[i] * 2, PlayerAttack.powerMax[i] * 2), tile); } else { attack.DamageEnemy(rng.Range(PlayerAttack.powerMin[i], PlayerAttack.powerMax[i]), tile); } break; } }