public static int damageRoll( Hero hero ){ if (hero.buff(Force.class) != null) { int level = getBonus(hero, Force.class); float tier = tier(hero.STR()); return Random.NormalIntRange(min(level, tier), max(level, tier)); } else { //attack without any ring of force influence return Random.NormalIntRange(1, Math.max(hero.STR()-8, 1)); } }
public static int damageRoll( Hero hero ){ if (hero.buff(Force.class) != null) { int level = getBonus(hero, Force.class); float tier = tier(hero.STR()); return Random.NormalIntRange(min(level, tier), max(level, tier)); } else { //attack without any ring of force influence return Random.NormalIntRange(1, Math.max(hero.STR()-8, 1)); } }