Пример #1
0
            public static float GetRDamage(Obj_AI_Base unit, bool isFourthShoot = false)
            {
                if (!isFourthShoot && MenuManager.IsCacheEnabled && RDamages.Exist(unit.NetworkId))
                {
                    RDamages.RefreshRate = 1000;

                    return(RDamages.Get(unit.NetworkId));
                }

                var   missingHealthAdditionalDamagePercent = 1 + (100 - unit.HealthPercent) * 0.025f;
                var   minimumDamage = RMinimumDamage[R.Level] + GetRealAttackDamage() * RMinimumDamageTotalAdMod;
                var   maximumDamage = RMaximumDamage[R.Level] + GetRealAttackDamage() * RMaximumDamageTotalAdMod;
                float damage;

                if (!isFourthShoot)
                {
                    damage = Math.Min(minimumDamage * missingHealthAdditionalDamagePercent, maximumDamage);
                }
                else
                {
                    damage = Math.Min(minimumDamage * missingHealthAdditionalDamagePercent, maximumDamage) * (Player.Instance.HasItem(ItemId.Infinity_Edge) ? 2.5f : 2f) * (1 + Player.Instance.FlatCritChanceMod);
                }

                var finalDamage = Player.Instance.CalculateDamageOnUnit(unit, DamageType.Physical, damage);

                if (!isFourthShoot && MenuManager.IsCacheEnabled)
                {
                    RDamages.Add(unit.NetworkId, finalDamage);
                }

                return(finalDamage);
            }
Пример #2
0
            public static float GetRDamage(Obj_AI_Base target, Vector3?customPosition = null)
            {
                if (MenuManager.IsCacheEnabled && RDamages.Exist(target.NetworkId))
                {
                    return(RDamages.Get(target.NetworkId));
                }

                var distance = Player.Instance.DistanceCached(customPosition ?? target.Position) > 1500 ? 1499 : Player.Instance.DistanceCached(customPosition ?? target.Position);

                distance = distance < 100 ? 100 : distance;

                var baseDamage = Misc.GetNumberInRangeFromProcent(Misc.GetProcentFromNumberRange(distance, 100, 1505),
                                                                  RMinimalDamage[R.Level],
                                                                  RMinimalDamage[R.Level] * 10);
                var bonusAd = Misc.GetNumberInRangeFromProcent(Misc.GetProcentFromNumberRange(distance, 100, 1505),
                                                               RBonusAdDamageMod,
                                                               RBonusAdDamageMod * 10);
                var percentDamage = (target.MaxHealth - target.Health) * RMissingHealthBonusDamage[R.Level];

                var finalDamage = Player.Instance.CalculateDamageOnUnit(target, DamageType.Physical,
                                                                        (float)(baseDamage + percentDamage + Player.Instance.FlatPhysicalDamageMod * bonusAd));

                if (MenuManager.IsCacheEnabled)
                {
                    RDamages.Add(target.NetworkId, finalDamage);
                }

                return(finalDamage);
            }