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- /*===========================================================
- = Animate Damage per Second =
- ===========================================================*/
- function dpsAnim(time, key) {
- let frame = time - Game.dpsAnimStart;
- Game.dpsAnimStart = time;
- let item = Game.Ores[key];
- let char = Game.Character;
- let penetrate = item.armor / 100 * char.armorPen;
- let damage = char.dps - (item.armor - penetrate);
- let damagePerFrame = (damage / 1000) * frame;
- if(item.hp > 0 && damage > 0) {
- item.hp -= damagePerFrame;
- let delta = item.hp - damagePerFrame;
- checkDifference();
- function checkDifference() {
- if(delta <= 0) {
- item.prog ++;
- giveXp();
- giveLoot(key);
- oreProgressBar(key);
- save(`${key}Prog`, item.prog);
- save(`${key}Rewarded`, item.rewarded);
- if(item.prog >= 10) {
- item.prog = 0;
- item.lv ++;
- }
- let oreMaxHp = Math.floor(item.baseHp * Math.pow(item.hpPerLv, item.lv));
- item.hp = oreMaxHp - delta;
- item.maxHp = oreMaxHp;
- delta = item.hp;
- checkDifference();
- }
- }
- //generateResource(key, delta);
- //popUpAnim(key);
- }
- else if(item.armor - penetrate >= char.dps || char.dps <= 0)
- cancelAnimationFrame(Game.dpsAnimFrame);
- healthBar(key);
- save(`${key}Hp`, item.hp);
- cl(`dpsAnim(${key})`);
- }
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