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Apr 1st, 2020
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  1. var hotte=[];
  2. var cadeau;
  3. var wepList=getWeapons();
  4. var chipList=getChips();
  5. for (var wep=0; wep<count(wepList); wep++) {
  6. cadeau=[];
  7. var a = getWeaponEffects(wepList[wep]);
  8. var b = 0;
  9. var c = 0;
  10. var cible = enemy;
  11. for (var effect=0; effect<count(a); effect++) {
  12. if (a[effect][0]==EFFECT_DAMAGE) {
  13. b += damageFactor(forceMath((a[effect][1]+a[effect][2])/2 * a[effect][3], self, enemy), enemy);
  14. c += forceMath(a[effect][2], self, enemy);
  15. } else if (a[effect][0]==EFFECT_POISON) {
  16. b += damageFactor(poisonMath((a[effect][1]+a[effect][2])/2 * a[effect][3], self), enemy);
  17. c += poisonMath(a[effect][2], self);
  18. } else if (a[effect][0]==EFFECT_HEAL) {
  19. b -= damageFactor(soinMath((a[effect][1]+a[effect][2])/2 * a[effect][3], self), enemy);
  20. c -= soinMath(a[effect][2], self);
  21. }
  22. }
  23. push(cadeau, true);
  24. push(cadeau, wepList[wep]);
  25. push(cadeau, b);
  26. push(cadeau, getWeaponCost(wepList[wep]));
  27. cadeau[3] += getWeapon()!=wepList[wep]?1:0;
  28. push(cadeau, getCellsToUseWeapon(wepList[wep], cible));
  29. push(cadeau, c);
  30. push(cadeau, cible);
  31. for (var i=0; i<floor(getTP()/getWeaponCost(wepList[wep])); i++) {
  32. push(hotte, cadeau);
  33. }
  34. }
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