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May 27th, 2018
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  1. function getWeaponDamage(weapon){
  2. var weaponDamage = 0 ;
  3. for(var effect in getWeaponEffects(weapon)){
  4. if(effect[0] == EFFECT_DAMAGE){
  5. weaponDamage += (effect[1] + effect[2])/2 ;
  6. }
  7. }
  8. return weaponDamage ;
  9. }
  10.  
  11. var areaWeaponAttackDamage = max((getWeaponDamage(areaWeapon)
  12. + (getWeaponDamage(areaWeapon) * getLeekForce(getLeek())-1) //Force
  13. + getWeaponDamage(areaWeapon) * -getRelativeShield(enemy)/100 //RelativeShield
  14. - getAbsoluteShield(enemy)),0) //AbsuluteShield
  15. * (canAreaWeaponAttack ? 1 : 0); //CanAttack
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