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- var hotte=[];
- var cadeau;
- var wepList=getWeapons();
- var chipList=getChips();
- for (var wep=0; wep<count(wepList); wep++) {
- cadeau=[];
- var a = getWeaponEffects(wepList[wep]);
- var b = 0;
- var c = 0;
- var cible = enemy;
- for (var effect=0; effect<count(a); effect++) {
- if (a[effect][0]==EFFECT_DAMAGE) {
- b += damageFactor(forceMath((a[effect][1]+a[effect][2])/2 * a[effect][3], self, enemy), enemy);
- c += forceMath(a[effect][2], self, enemy);
- } else if (a[effect][0]==EFFECT_POISON) {
- b += damageFactor(poisonMath((a[effect][1]+a[effect][2])/2 * a[effect][3], self), enemy);
- c += poisonMath(a[effect][2], self);
- } else if (a[effect][0]==EFFECT_HEAL) {
- b -= damageFactor(soinMath((a[effect][1]+a[effect][2])/2 * a[effect][3], self), enemy);
- c -= soinMath(a[effect][2], self);
- }
- }
- push(cadeau, true);
- push(cadeau, wepList[wep]);
- push(cadeau, b);
- push(cadeau, getWeaponCost(wepList[wep]));
- cadeau[3] += getWeapon()!=wepList[wep]?1:0;
- push(cadeau, getCellsToUseWeapon(wepList[wep], cible));
- push(cadeau, c);
- push(cadeau, cible);
- for (var i=0; i<floor(getTP()/getWeaponCost(wepList[wep])); i++) {
- push(hotte, cadeau);
- }
- }
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