public void ReceiveHeal(StatsOffense statsOffense, StatsDefense statsDefense) { // Generate the heal float physicalHeal = statsOffense.GeneratePhysicalDamage(); float magicalHeal = statsOffense.GenerateMagicalDamage(); // Receiving the Heal _combatLife += (physicalHeal + magicalHeal); }
/// <summary> /// Receives an ability hit, affecting statistics /// </summary> /// <param name="statsGeneral"></param> public void ReceiveHit(StatsOffense statsOffense, StatsDefense statsDefense) { // Debuffing //_tempLife -= statsDefense._tempLife; //_tempArmor -= statsDefense._tempArmor; //_tempMagicResist -= statsDefense._tempMagicResist; // Generate the Damage float physicalDamage = statsOffense.GeneratePhysicalDamage(); float magicalDamage = statsOffense.GenerateMagicalDamage(); // Factor defensive statistics physicalDamage = physicalDamage / _combatArmor; magicalDamage = magicalDamage / _combatMagicResist; MenuManager.menuManager.DamageText(physicalDamage + magicalDamage, name); // Receiving the damage _combatLife -= (physicalDamage + magicalDamage); }