public void HealAction(Entity usedBy, Entity usedAgainst) { Console.WriteLine(usedBy.Name + " is healing " + usedAgainst.Name); int heal = (int)Math.Truncate(rand.Next(MIN_BASE_HEAL, MAX_BASE_HEAL) * usedBy.ActionModifier()); usedAgainst.Health = usedAgainst.Health + heal; }
public void AttackAction(Entity usedBy, Entity usedAgainst) { Console.WriteLine(usedBy.Name + " is Attacking " + usedAgainst.Name); int damage = (int)Math.Truncate(rand.Next(MIN_BASE_DMG, MAX_BASE_DMG) * usedBy.ActionModifier()); bool landed = rand.Next(0, 100) > (usedBy.Accuracy / 100); if (landed) { usedAgainst.Health = usedAgainst.Health - damage; } PostAttackCheckPhase(usedBy, usedAgainst); }