Reviewed the game map section
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@@ -36,6 +36,8 @@ end
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function CalcDamage(A, D, t)
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function CalcDamage(A, D, t)
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-- if t == attackType.PHYSICAL then
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-- if t == attackType.PHYSICAL then
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--TODO: test min & max of the rng
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--TODO: overall, this needs tweaking for balance
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return math.max(1, ( A.attack*3 + A.attack*(math.random(A.luck*100)/10) ) - (D.defence + D.defence*D.evasion))
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return math.max(1, ( A.attack*3 + A.attack*(math.random(A.luck*100)/10) ) - (D.defence + D.defence*D.evasion))
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-- end
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-- end
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-- if t == attackType.MAGICAL then
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-- if t == attackType.MAGICAL then
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