Implement even more inventory/UI stuff
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@@ -4,9 +4,9 @@ namespace GameJamDungeon
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{
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public static class DamageCalculator
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{
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public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, WeaponInfo weapon, bool isCriticalHit)
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public static double CalculatePlayerDamage(PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, WeaponInfo weapon, bool isCriticalHit)
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{
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var baseDamage = attackDamage + playerStatInfo.CurrentAttack;
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var baseDamage = playerStatInfo.CurrentAttack + playerStatInfo.BonusAttack;
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var hydricResistance = enemyStatInfo.HydricResistance;
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var igneousResistance = enemyStatInfo.IgneousResistance;
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var telluricResistance = enemyStatInfo.TelluricResistance;
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@@ -36,9 +36,9 @@ namespace GameJamDungeon
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return calculatedDamage;
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}
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public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, ArmorInfo armor, bool isCriticalHit)
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public static double CalculateEnemyDamage(PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, ArmorInfo armor, bool isCriticalHit)
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{
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var baseDamage = attackDamage + enemyStatInfo.CurrentAttack;
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var baseDamage = enemyStatInfo.CurrentAttack;
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var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - armor.HydricResistance : 0) / 100;
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var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - armor.IgneousResistance : 0) / 100;
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var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - armor.TelluricResistance : 0) / 100;
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@@ -13,5 +13,7 @@
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public int MaxAttack { get; }
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public int MaxDefense { get; }
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public double Luck { get; }
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}
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}
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