public static int CalculateDamage(GameClient Session, GameClient TargetSession) { int Damage = 0; string WeaponName = ""; double WeaponLevelKills = Session.GetRoleplay().MeleeKills / 250; int WeaponLevel = (int)Math.Round(WeaponLevelKills, 0); int WeaponDamage = WeaponManager.WeaponsData[Session.GetRoleplay().Equiped].Max_Damage; foreach (KeyValuePair <string, Weapon> Weapon in Session.GetRoleplay().Weapons) { string WeaponData = Weapon.Key; WeaponName = WeaponManager.GetWeaponName(WeaponData); } int Damage2 = new Random().Next(WeaponManager.WeaponsData[Session.GetRoleplay().Equiped].Min_Damage, WeaponManager.WeaponsData[Session.GetRoleplay().Equiped].Max_Damage); Damage = new Random().Next((Session.GetRoleplay().Strength + Session.GetRoleplay().savedSTR), Damage2 + WeaponLevel * 3); return(Damage); }
public static int DamageCalculator(GameClient Session, bool isWeapon = false) { int Damage = 0; int Bonus = 0; int str = 0; int fistDamage = 0; if (!isWeapon) { if (Session.GetRoleplay().inColourWars) { str = new Random().Next(5, 13); } else { str = Session.GetRoleplay().Strength + Session.GetRoleplay().UsingWeed_Bonus + Session.GetRoleplay().savedSTR; } int rndNum = new Random().Next(1, 15); if (rndNum == 1) { fistDamage += (str + Bonus + 1) * 3; } else if (rndNum < 5) { fistDamage += (str + Bonus + 1) * 2; } else if (rndNum < 10) { fistDamage += str + Bonus + 3; } else { fistDamage += str + Bonus + 1; } Damage = new Random().Next(Session.GetRoleplay().Strength + Session.GetRoleplay().savedSTR, fistDamage); } else { string WeaponName = ""; double WeaponLevelKills = Session.GetRoleplay().GunKills / 500; int WeaponLevel = (int)Math.Round(WeaponLevelKills, 0); int WeaponDamage = WeaponManager.WeaponsData[Session.GetRoleplay().Equiped].Max_Damage; foreach (KeyValuePair <string, Weapon> Weapon in Session.GetRoleplay().Weapons) { string WeaponData = Weapon.Key; WeaponName = WeaponManager.GetWeaponName(WeaponData); } Damage = new Random().Next(WeaponManager.WeaponsData[Session.GetRoleplay().Equiped].Min_Damage, WeaponManager.WeaponsData[Session.GetRoleplay().Equiped].Max_Damage); } return(Damage); }