Example #1
0
void Attributs::applyAttackRelativeBonnus(Damage &damage) const
{
    for(unsigned i=0; i<damage.getValues().size() ; i++)
    {
        for(unsigned a=0 ; a<relativeFightBonus.size() ; a++)
        {
            if(damage.getValues().at(i).getType() == relativeFightBonus.at(a).getType() )
            {
                int newDamage = damage.getValues().at(i).getValue();
                newDamage += (newDamage * relativeFightBonus.at(a).getValue()) / 100; //one value point -> add 1% damage
                damage.getValues().at(i).setValue(newDamage);
            }
        }
    }
}
Example #2
0
void Attributs::applyAttackFixBonnus(Damage &damage) const
{
    for(unsigned i=0; i<damage.getValues().size() ; i++)
    {
        int newDamage = damage.getValues().at(i).getValue();
        newDamage += fixDamageBonnus;
        for(unsigned a=0 ; a<fixFightBonus.size() ; a++)
        {
            if(damage.getValues().at(i).getType() == fixFightBonus.at(a).getType() )
            {
                newDamage += fixFightBonus.at(a).getValue(); //add fix attack bonnus
                //exit for loop: (there are only one couple)
                a = values.size();
            }
        }
        damage.getValues().at(i).setValue(newDamage);
    }
}
Example #3
0
void Attributs::applyDefenseRelativeResistances(Damage &damage) const
{
    for(unsigned i=0; i<damage.getValues().size() ; i++)
    {
        for(unsigned a=0 ; a<relativeResistances.size() ; a++)
        {
            if(damage.getValues().at(i).getType() == relativeResistances.at(a).getType() )
            {
                int newDamage = damage.getValues().at(i).getValue();
                newDamage -= (newDamage * relativeResistances.at(a).getValue()) / 100; //one value point -> add 1% resistances
                if(newDamage<0)
                {
                    newDamage = 0;
                }
                damage.getValues().at(i).setValue(newDamage);
            }
        }
    }
}
Example #4
0
void Attributs::applyDefenseFixResistances(Damage &damage) const
{
    for(unsigned i=0; i<damage.getValues().size() ; i++)
    {
        for(unsigned a=0 ; a<fixResistances.size() ; a++)
        {
            if(damage.getValues().at(i).getType() == fixResistances.at(a).getType() )
            {
                int newDamage = damage.getValues().at(i).getValue();
                newDamage -= fixResistances.at(a).getValue(); //add fix attack bonnus
                if(newDamage<0)
                {
                    newDamage = 0;
                }
                damage.getValues().at(i).setValue(newDamage);
            }
        }
    }
}
Example #5
0
void Attributs::applyAttackValues(Damage &damage) const
{
    for(unsigned i=0; i<damage.getValues().size() ; i++)
    {
        int newDamage = damage.getValues().at(i).getValue();
        int damageBonnus = powerBonnus;
        for(unsigned a=0 ; a<values.size() ; a++)
        {
            if(damage.getValues().at(i).getType() == values.at(a).getType() )
            {
                damageBonnus += values.at(a).getValue(); //one value point -> add 1% damage
                //exit for loop: (there are only one couple)
                a = values.size();
            }
        }
        newDamage += newDamage*damageBonnus/100;
        damage.getValues().at(i).setValue(newDamage);
    }
}