private static bool GetRandomUltSpellDamage(RandomUltSpell spell, Obj_AI_Base target) { var level = Player.Instance.Spellbook.GetSpell(spell.Slot).Level - 1; var damageType = spell.DamageType; var damage = 0f; switch (spell.Name) { case "Ashe": { damage = new float[] { 250, 425, 600 }[level] +1 * Player.Instance.FlatMagicDamageMod; break; } case "Draven": { damage = (new float[] { 175, 275, 375 }[level] +1.1f * Player.Instance.FlatPhysicalDamageMod) * 2; break; } case "Ezreal": { damage = new float[] { 350, 500, 650 }[level] +0.9f * Player.Instance.FlatMagicDamageMod + 1 * Player.Instance.FlatPhysicalDamageMod; break; } case "Gangplank": { damage = (new float[] { 50, 70, 90 }[level] +0.1f * Player.Instance.FlatMagicDamageMod) * 5; break; } case "Jinx": { damage = new float[] { 250, 350, 450 }[level] +new float[] { 25, 30, 35 }[level] / 100 * (target.MaxHealth - target.Health) + 1 * Player.Instance.FlatPhysicalDamageMod; break; } case "Lux": { damage = new float[] { 300, 400, 500 }[level] +0.75f * Player.Instance.FlatMagicDamageMod; break; } case "Ziggs": { damage = new float[] { 200, 300, 400 }[level] +0.72f * Player.Instance.FlatMagicDamageMod; break; } } return(Player.Instance.CalculateDamageOnUnit(target, damageType, damage) * 0.7 > target.Health); }
private bool GetRandomUltSpellDamage(RandomUltSpell spell, Obj_AI_Base target) { var level = Player.Instance.Spellbook.GetSpell(spell.Slot).Level - 1; var damageType = spell.DamageType; var damage = 0f; switch (spell.Name) { case "Ashe": { damage = new float[] { 250, 425, 600 }[level] + 1 * Player.Instance.FlatMagicDamageMod; break; } case "Draven": { damage = (new float[] { 175, 275, 375 }[level] + 1.1f * Player.Instance.FlatPhysicalDamageMod) * 2; break; } case "Ezreal": { damage = new float[] { 350, 500, 650 }[level] + 0.9f * Player.Instance.FlatMagicDamageMod + 1 * Player.Instance.FlatPhysicalDamageMod; break; } case "Gangplank": { damage = (new float[] { 50, 70, 90 }[level] + 0.1f * Player.Instance.FlatMagicDamageMod) * 5; break; } case "Jinx": { damage = new float[] { 250, 350, 450 }[level] + new float[] { 25, 30, 35 }[level] / 100 * (target.MaxHealth - target.Health) + 1 * Player.Instance.FlatPhysicalDamageMod; break; } case "Lux": { damage = new float[] { 300, 400, 500 }[level] + 0.75f * Player.Instance.FlatMagicDamageMod; break; } case "Ziggs": { damage = new float[] { 200, 300, 400 }[level] + 0.72f * Player.Instance.FlatMagicDamageMod; break; } } return Player.Instance.CalculateDamageOnUnit(target, damageType, damage) * 0.7 > target.Health; }