public static void PhysicalAttack(int power, AbilityState state, int targetIndex) { ICombatant er = state.Performer; ICombatant ee = state.Target[targetIndex]; bool restorative = false; if (!PhysicalHit(state, targetIndex)) { return; } int bd = PhysicalBase(er); int dam = PhysicalDamage(bd, power, ee); dam = Critical(dam, state, targetIndex); dam = Berserk(dam, state); dam = RowCheck(dam, state, targetIndex); dam = Frog(dam, state); dam = Sadness(dam, ee); dam = Split(dam, state); dam = Barrier(dam, state, targetIndex); dam = MPTurbo(dam, state); dam = Mini(dam, state); dam = RandomVariation(dam); dam = LowerSanityCkeck(dam); dam = RunElementalChecks(dam, ref restorative, state, targetIndex); dam = UpperSanityCheck(dam); ee.AcceptDamage(er, dam); }
public static void MagicSpell(int power, AbilityState state, int targetIndex) { ICombatant er = state.Performer; ICombatant ee = state.Target[targetIndex]; if (!MagicHit(state, targetIndex)) { return; } bool restorative = false; int bd = MagicalBase(er); int dam = MagicalDamage(bd, 4, ee); RunMagicModifiers(dam, ref restorative, state, targetIndex); if (restorative) { dam = -dam; } ee.AcceptDamage(er, dam); }