public void Stab(int turn, Cbase enemy) { if (turn = 1) { enemy.take_dmg(this.Intelligence * this.Strength + dmg_b); } else { enemy.take_dmg(this.Strength + dmg_b); } }
public void Fire_shot(Cbase enemy) { enemy.take_dmg(Intelligence * Lvl); if (enemy.isDead) { Lvl += (1.21 + enemy.Lvl * 0.618); } // Atira gelinho pra frente causando dano no primeiro inimigo acertado }
public void Fireball(Cbase enemy) { enemy.take_dmg(Intelligence * (MP)); if (enemy.isDead) { Lvl += (1.21 + enemy.Lvl * 0.618); } //lança abola de fogo em linha reta, se chegar ao fim do rnge ou pegar em alguem explode e da dano em area }
public double Fatal_Slash(Cbase enemy) { enemy.take_dmg(Strength + 50 + ((MAXHP - HP) * Lvl / 10) * CP); if (enemy.isDead) { Lvl += (1.21 + enemy.Lvl * 0.618); } return(enemy.HP); }
public void Eruption(Cbase enemy) { enemy.take_dmg(Intelligence * (MP)); take_dmg(100); if (enemy.isDead) { Lvl += (1.21 + enemy.Lvl * 0.618); } //circulo ao redor do player dando dano em tudo ao redor e um pco de dano no player }
public void Blink_Slash(Cbase enemy) { enemy.take_dmg(dmg_b); }
public double Bleeding_Strike(Cbase enemy) { enemy.take_dmg(Strength * 2 + dmg_b); return(enemy.HP); }
public void Undying_Rage(Cbase enemy) { enemy.take_dmg(this.Strength * this.MAXHP - this.HP); }
public void Great_Punch(Cbase enemy) { enemy.take_dmg(Strength * dmg_b); gain_HP(Strength * dmg_b * lfst); }
public void Tremor(Cbase enemy) { enemy.take_dmg(Strength * dmg_b); //fazer uma chance de 25% de stunar o inimigo }
public void Studds(Cbase enemy) { //joga espinhos no chao e o inimigo toma dano ate acabar a batalha enemy.take_dmg(Intelligence); }
/// <see cref = "[Assassin] cover his blades with GH_blood, a strong poison that _is_ based on enemy_HP , /// and deals damage based on his Strength + base_damage +(10/per point)"/> public void Poison_slash(Cbase enemy) { enemy.take_dmg(Strength + dmg_b + 20); current_poison_enemy = enemy; Console.WriteLine("\t\t DANO INICIAL DO PS HP = " + current_poison_enemy.HP + " t = " + "\n\n"); }
public void Life_consumption(Cbase enemy) { enemy.take_dmg(this.Intelligence * this.Lvl); gain_HP((this.Intelligence * this.Lvl) / 2); }
public Cbase Execute(Cbase enemy) { enemy.take_dmg((100 - enemy.HP) * this.Intelligence); }