public void FireBall(Unit caster, Unit target) { string spellName = "Fire Ball"; string effectType = "hRegen"; double manaRequirment = 0.25 * caster.MaxMana; int effect = 1; double damage = target.MaxHP * 0.05 + caster.CurrentMagicPower * 0.7 - target.CurrentRessistanceValue * 0.8; spellCheck.NegativeEffectCheck(caster, target, manaRequirment, effect, effectType); spellCheck.SpellDamageCheck(caster, target, manaRequirment, damage, spellName); }
public void ThornBlast(Unit caster, Unit target) { string spellName = "Thorn Blast"; string effectType = "Armor"; double manaRequirment = 0.35 * caster.MaxMana; double effect = target.ArmorValue * 0.3; double damage = target.MaxHP * 0.05 + caster.CurrentMagicPower * 0.8 - target.CurrentRessistanceValue; spellCheck.NegativeEffectCheck(caster, target, manaRequirment, effect, effectType); spellCheck.SpellDamageCheck(caster, target, manaRequirment, damage, spellName); }
public void ShadowTouch(Unit caster, Unit target) { string spellName = "Shadow Touch"; string effectType = "Res"; double manaRequirment = 0.25 * caster.MaxMana; double effect = 3; double damage = target.MaxHP * 0.08 + caster.CurrentMana * 0.10 - target.CurrentRessistanceValue; spellCheck.NegativeEffectCheck(caster, target, manaRequirment, effect, effectType); spellCheck.SpellDamageCheck(caster, target, manaRequirment, damage, spellName); }
public void ManaDrain(Unit caster, Unit target) { string spellName = "Mana Drain"; string buffType = "Mana"; string negativeEffectType = "Mana"; double buffEffect = 0.25 * target.MaxMana; double negativeEffect = 0.25 * target.MaxMana; double manaRequirment = 0.10 * caster.MaxHP; spellCheck.NegativeEffectCheck(caster, target, manaRequirment, negativeEffect, negativeEffectType); spellCheck.BuffCheck(caster, caster, manaRequirment, buffEffect, spellName, buffType); }
public void HeadSmash(Unit caster, Unit target) { string spellName = "Head Smash"; string effectType = "SelfHP"; double manaRequirment = 0.5 * caster.MaxMana; double effect = 0.08 * caster.MaxHP; double damage = caster.CurrentAttackPower * 1.5 - target.CurrentArmorValue; if (caster.CurrentHP > effect) { spellCheck.NegativeEffectCheck(caster, caster, manaRequirment, effect, effectType); spellCheck.PhysicalDamageCheck(caster, target, manaRequirment, damage, spellName); Console.WriteLine($"{caster.Name} lost HP : {effect:f2} due to the effect of {spellName}!!"); Console.WriteLine(); } else { Console.WriteLine($"Cannot use {spellName}!"); Console.WriteLine(); } }