public AttackCommand(BattleChar instigator, DamageItem item) : base(instigator) { this.item = item; battle = game._battle; combat = game._combat; ui = game._ui; typeDatabase = game._typeDatabase; normalDelay = battle._delay; smallDelay = 0.33f * normalDelay; commandType = CommandType.Item; }
int Damage(DamageItem item, float effectiveness) { int damageCap = game._pointsCap; int damage = Mathf.RoundToInt(effectiveness * item._damage); if (damage <= 0) { damage = 1; } if (damage > damageCap) { damage = damageCap; } return(damage); }