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PoneRTK combat

By Guest
Created: 2021-08-22 15:29:23
Expiry: Never

void CombatCalculation(Unit attacker, Unit defender) { // diplomacy relation change diplomacyHandler.ModifyRelation(defender.GetOwner().GetPlayerId(), attacker.GetOwner().GetPlayerId(), -4);

    Node currentNode = attacker.GetCurrentNode();

    // this is completely arbitrary but it seems to give good results
    float attackerStatDiff = 1f + (attacker.GetAttack() - (int)(0.60 * defender.GetDefence())) / 60;
    float defenderStatDiff = 1f + (defender.GetAttack() - (int)(0.60 * attacker.GetDefence())) / 60;

    int attackerRoll = (int)(0.12 * Random.Range((int)(attacker.GetSize() * 0.6), attacker.GetSize()) * attackerStatDiff);
    int defenderRoll = (int)(0.12 * Random.Range((int)(defender.GetSize() * 0.6), defender.GetSize()) * defenderStatDiff);

    Officer attackerCenter = attacker.GetCenterOfficer();
    Officer attackerFlank1 = attacker.GetFlank1Officer();
    Officer attackerFlank2 = attacker.GetFlank2Officer();
    Officer defenderCenter = defender.GetCenterOfficer();
    Officer defenderFlank1 = defender.GetFlank1Officer();
    Officer defenderFlank2 = defender.GetFlank2Officer();

    // store damage rolls for battle report
    int aCAttack = 0;
    int dCAttack = 0;
    int aCDefence = 0;
    int dCDefence = 0;
    int aF1Attack = 0;
    int dF1Attack = 0;
    int aF1Defence = 0;
    int dF1Defence = 0;
    int aF2Attack = 0;
    int dF2Attack = 0;
    int aF2Defence = 0;
    int dF2Defence = 0;

    string aCTactic = "None";
    string dCTactic = "None";
    string aF1Tactic = "None";
    string aF2Tactic = "None";
    string dF1Tactic = "None";
    string dF2Tactic = "None";
    float aCAttackModifier = 1f;
    float aCDefenceModifier = 1f;
    float dCAttackModifier = 1f;
    float dCDefenceModifier = 1f;
    float aF1AttackModifier = 1f;
    float aF1DefenceModifier = 1f;
    float dF1AttackModifier = 1f;
    float dF1DefenceModifier = 1f;
    float aF2AttackModifier = 1f;
    float aF2DefenceModifier = 1f;
    float dF2AttackModifier = 1f;
    float dF2DefenceModifier = 1f;

    //
    // choose tactic
    //

    if (attackerCenter != null)
    {
        aCTactic = ChooseCombatTactic(attackerCenter);
        aCAttackModifier = GetTacticAttackBonus(aCTactic);
        aCDefenceModifier = GetTacticDefenceBonus(aCTactic);
    }

    if (defenderCenter != null)
    {
        dCTactic = ChooseCombatTactic(defenderCenter);
        dCAttackModifier = GetTacticAttackBonus(dCTactic);
        dCDefenceModifier = GetTacticDefenceBonus(dCTactic);
    }

    if (attackerFlank1 != null)
    {
        aF1Tactic = ChooseCombatTactic(attackerFlank1);
        aF1AttackModifier = GetTacticAttackBonus(aF1Tactic);
        aF1DefenceModifier = GetTacticDefenceBonus(aF1Tactic);
    }

    if (attackerFlank2 != null)
    {
        aF2Tactic = ChooseCombatTactic(attackerFlank2);
        aF2AttackModifier = GetTacticAttackBonus(aF2Tactic);
        aF2DefenceModifier = GetTacticDefenceBonus(aF2Tactic);
    }

    if (defenderFlank1 != null)
    {
        dF1Tactic = ChooseCombatTactic(defenderFlank1);
        dF1AttackModifier = GetTacticAttackBonus(dF1Tactic);
        dF1DefenceModifier = GetTacticDefenceBonus(dF1Tactic);
    }

    if (defenderFlank2 != null)
    {
        dF2Tactic = ChooseCombatTactic(defenderFlank2);
        dF2AttackModifier = GetTacticAttackBonus(dF2Tactic);
        dF2DefenceModifier = GetTacticDefenceBonus(dF2Tactic);
    }

    if (attackerCenter != null)
    {
        aCAttack = (int)(attackerCenter.GetPow() * Random.Range(2, 4) * attackerStatDiff * aCAttackModifier);

        int finalAttack = aCAttack;
        attackerCenter.AddXp("pow", 10 + (int)(attackerCenter.GetPow() * 0.1));
        if (defenderCenter != null)
        {
            dCDefence = (int)(defenderCenter.GetFri() * Random.Range(1, 3) * defenderStatDiff * dCDefenceModifier);
            finalAttack -= dCDefence;
            defenderCenter.AddXp("fri", 10 + (int)(defenderCenter.GetFri() * 0.1));
        }

        if (finalAttack < 0)
        {
            finalAttack = 0;
        }
        attackerRoll += finalAttack;
        attackerCenter.ProgressFriendship(attackerFlank1, 5);
        attackerCenter.ProgressFriendship(attackerFlank2, 5);
    }
    if (attackerFlank1 != null)
    {
        aF1Attack = (int)(attackerFlank1.GetPow() * Random.Range(2, 4) * attackerStatDiff * aF1AttackModifier);
        int finalAttack = aF1Attack;
        attackerFlank1.AddXp("pow", 10 + (int)(attackerFlank1.GetPow() * 0.1));
        if (defenderFlank2 != null)
        {
            dF2Defence = (int)(defenderFlank2.GetFri() * Random.Range(1, 3) * defenderStatDiff * dF2DefenceModifier);
            finalAttack -= dF2Defence;
            defenderFlank2.AddXp("fri", 10 + (int)(defenderFlank2.GetFri() * 0.1));
        }

        if (finalAttack < 0)
        {
            finalAttack = 0;
        }
        attackerRoll += finalAttack;
        attackerFlank1.ProgressFriendship(attackerCenter, 5);
        attackerFlank1.ProgressFriendship(attackerFlank2, 5);
    }
    if (attackerFlank2 != null)
    {
        aF2Attack = (int)(attackerFlank2.GetPow() * Random.Range(2, 4) * attackerStatDiff * aF2AttackModifier);
        int finalAttack = aF1Attack;
        attackerFlank2.AddXp("pow", 10 + (int)(attackerFlank2.GetPow() * 0.1));
        if (defenderFlank1 != null)
        {
            dF1Defence = (int)(defenderFlank1.GetFri() * Random.Range(1, 3) * defenderStatDiff * dF1DefenceModifier);
            finalAttack -= dF1Defence;
            defenderFlank1.AddXp("fri", 10 + (int)(defenderFlank1.GetFri() * 0.1));
        }
        if (finalAttack < 0)
        {
            finalAttack = 0;
        }
        attackerRoll += finalAttack;

        attackerFlank2.ProgressFriendship(attackerCenter, 5);
        attackerFlank2.ProgressFriendship(attackerFlank1, 5);
    }

    if (defenderCenter != null)
    {
        dCAttack = (int)(defenderCenter.GetPow() * Random.Range(2, 4) * defenderStatDiff * dCAttackModifier);
        int finalAttack = dCAttack;
        defenderCenter.AddXp("pow", 10 + (int)(defenderCenter.GetPow() * 0.1));
        if (attackerCenter != null)
        {
            aCDefence = (int)(attackerCenter.GetFri() * Random.Range(1, 3) * attackerStatDiff * aCDefenceModifier);
            finalAttack -= aCDefence;
            attackerCenter.AddXp("fri", 10 + (int)(attackerCenter.GetFri() * 0.1));
        }
        if (finalAttack < 0)
        {
            finalAttack = 0;
        }
        defenderRoll += finalAttack;

        defenderCenter.ProgressFriendship(defenderFlank1, 5);
        defenderCenter.ProgressFriendship(defenderFlank2, 5);
    }
    if (defenderFlank1 != null)
    {
        dF1Attack = (int)(defenderFlank1.GetPow() * Random.Range(2, 4) * defenderStatDiff * dF1AttackModifier);
        int finalAttack = dF1Attack;
        defenderFlank1.AddXp("pow", 10 + (int)(defenderFlank1.GetPow() * 0.1));
        if (attackerFlank2 != null)
        {
            aF2Defence = (int)(attackerFlank2.GetFri() * Random.Range(1, 3) * attackerStatDiff * aF2DefenceModifier);
            finalAttack -= aF2Defence;
            attackerFlank2.AddXp("fri", 10 + (int)(attackerFlank2.GetFri() * 0.1));
        }
        if (finalAttack < 0)
        {
            finalAttack = 0;
        }
        defenderRoll += finalAttack;

        defenderFlank1.ProgressFriendship(defenderCenter, 5);
        defenderFlank1.ProgressFriendship(defenderFlank2, 5);
    }
    if (defenderFlank2 != null)
    {
        dF2Attack = (int)(defenderFlank2.GetPow() * Random.Range(2, 4) * defenderStatDiff * dF2AttackModifier);
        int finalAttack = dF2Attack;
        defenderFlank2.AddXp("pow", 10 + (int)(defenderFlank2.GetPow() * 0.1));
        if (attackerFlank1 != null)
        {
            aF1Defence = (int)(attackerFlank1.GetFri() * Random.Range(1, 2) * attackerStatDiff * aF1DefenceModifier);
            finalAttack -= aF1Defence;
            attackerFlank1.AddXp("fri", 10 + (int)(attackerFlank1.GetFri() * 0.1));
        }
        if (finalAttack < 0)
        {
            finalAttack = 0;
        }
        defenderRoll += finalAttack;

        defenderFlank2.ProgressFriendship(defenderCenter, 5);
        defenderFlank2.ProgressFriendship(defenderFlank1, 5);

    }

    float attackerFortificationBonus = 1;
    float defenderFortificationBonus = 1;

    if (attacker.GetOwner() == currentNode.GetOwner())
    {
        attackerFortificationBonus = 1 - (currentNode.GetFortificationsLevel() / 10);
    }
    else if (defender.GetOwner() == currentNode.GetOwner())
    {
        defenderFortificationBonus = 1 - (currentNode.GetFortificationsLevel() / 10);
    }

    attackerRoll = (int)(attackerRoll * defenderFortificationBonus);
    defenderRoll = (int)(defenderRoll * attackerFortificationBonus);

    if (attackerRoll > defender.GetSize())
    {
        attackerRoll = defender.GetSize();
    }

    if (defenderRoll > attacker.GetSize())
    {
        defenderRoll = attacker.GetSize();
    }

    if (attackerRoll < 0)
    {
        attackerRoll = 0;
    }

    if (defenderRoll < 0)
    {
        defenderRoll = 0;
    }

    if (defender != null)
    {
        defender.ModifySize((int)(-attackerRoll));
        defender.SetActionPoints(defender.GetActionPoints() - 2); // unit spends 2 action points for fighting
    }

    if (attacker != null)
    {
        attacker.ModifySize((int)(-defenderRoll));
        attacker.SetActionPoints(attacker.GetActionPoints() - 2); // unit spends 2 action points for fighting
    }

    /// officer loyalty change and capture chance
    // should turn this into a loop
    if (attacker.GetSize() == 0)
    {
        if (attackerCenter != null)
        {
            attackerCenter.ModifyLoyalty(-15);
            if (attackerCenter.GetLoyalty() < 25)
            {
                int captureRoll = Random.Range(0, 2);
                if (captureRoll == 0)
                {
                    defender.GetOwner().AddOfficer(attackerCenter);
                    attacker.GetOwner().RemoveOfficer(attackerCenter);
                    attackerCenter.ModifyLoyalty(15);
                    if (defender.GetOwner().isHuman)
                    {
                        uiHandler.OfficerGained(attackerCenter);
                    }
                    if (attacker.GetOwner().isHuman)
                    {
                        string logMessage = $"{attackerCenter.GetName()} was captured and persuaded to join {defender.GetOwner().GetFactionLeader().GetName()}!";
                        uiHandler.LogMessage(logMessage, defender.GetOwner().GetPlayerColor());
                    }
                }
            }

        }

        if (attackerFlank1 != null)
        {
            attackerFlank1.ModifyLoyalty(-15);
            if (attackerFlank1.GetLoyalty() < 25)
            {
                int captureRoll = Random.Range(0, 2);
                if (captureRoll == 0)
                {
                    defender.GetOwner().AddOfficer(attackerFlank1);
                    attacker.GetOwner().RemoveOfficer(attackerFlank1);
                    attackerFlank1.ModifyLoyalty(15);
                    if (defender.GetOwner().isHuman)
                    {
                        uiHandler.OfficerGained(attackerFlank1);
                    }
                    if (attacker.GetOwner().isHuman)
                    {
                        string logMessage = $"{attackerFlank1.GetName()} was captured and persuaded to join {defender.GetOwner().GetFactionLeader().GetName()}!";
                        uiHandler.LogMessage(logMessage, defender.GetOwner().GetPlayerColor());
                    }
                }
            }

        }

        if (attackerFlank2 != null)
        {
            attackerFlank2.ModifyLoyalty(-15);
            if (attackerFlank2.GetLoyalty() < 25)
            {
                int captureRoll = Random.Range(0, 2);
                if (captureRoll == 0)
                {
                    defender.GetOwner().AddOfficer(attackerFlank2);
                    attacker.GetOwner().RemoveOfficer(attackerFlank2);
                    attackerFlank2.ModifyLoyalty(15);
                    if (defender.GetOwner().isHuman)
                    {
                        uiHandler.OfficerGained(attackerFlank2);
                    }
                    if (attacker.GetOwner().isHuman)
                    {
                        string logMessage = $"{attackerFlank2.GetName()} was captured and persuaded to join {defender.GetOwner().GetFactionLeader().GetName()}!";
                        uiHandler.LogMessage(logMessage, defender.GetOwner().GetPlayerColor());
                    }
                }
            }

        }

    }

    if (defender.GetSize() == 0)
    {
        if (defenderCenter != null)
        {
            defenderCenter.ModifyLoyalty(-15);
            if (defenderCenter.GetLoyalty() < 25)
            {
                int captureRoll = Random.Range(0, 2);
                if (captureRoll == 0)
                {
                    attacker.GetOwner().AddOfficer(defenderCenter);
                    defender.GetOwner().RemoveOfficer(defenderCenter);
                    defenderCenter.ModifyLoyalty(15);
                    if (attacker.GetOwner().isHuman)
                    {
                        uiHandler.OfficerGained(defenderCenter);
                    }
                    if (defender.GetOwner().isHuman)
                    {
                        string logMessage = $"{defenderCenter.GetName()} was captured and persuaded to join {attacker.GetOwner().GetFactionLeader().GetName()}!";
                        uiHandler.LogMessage(logMessage, attacker.GetOwner().GetPlayerColor());
                    }
                }
            }

        }

        if (defenderFlank1 != null)
        {
            defenderFlank1.ModifyLoyalty(-15);
            if (defenderFlank1.GetLoyalty() < 25)
            {
                int captureRoll = Random.Range(0, 2);
                if (captureRoll == 0)
                {
                    attacker.GetOwner().AddOfficer(defenderFlank1);
                    defender.GetOwner().RemoveOfficer(defenderFlank1);
                    defenderFlank1.ModifyLoyalty(15);
                    if (attacker.GetOwner().isHuman)
                    {
                        uiHandler.OfficerGained(defenderFlank1);
                    }
                    if (defender.GetOwner().isHuman)
                    {
                        string logMessage = $"{defenderFlank1.GetName()} was captured and persuaded to join {attacker.GetOwner().GetFactionLeader().GetName()}!";
                        uiHandler.LogMessage(logMessage, attacker.GetOwner().GetPlayerColor());
                    }

                }
            }

        }

        if (defenderFlank2 != null)
        {
            defenderFlank2.ModifyLoyalty(-15);
            if (defenderFlank2.GetLoyalty() < 25)
            {
                int captureRoll = Random.Range(0, 2);
                if (captureRoll == 0)
                {
                    attacker.GetOwner().AddOfficer(defenderFlank2);
                    defender.GetOwner().RemoveOfficer(defenderFlank2);
                    defenderFlank2.ModifyLoyalty(15);
                    if (attacker.GetOwner().isHuman)
                    {
                        uiHandler.OfficerGained(defenderFlank2);
                    }
                    if (defender.GetOwner().isHuman)
                    {
                        string logMessage = $"{defenderFlank2.GetName()} was captured and persuaded to join {attacker.GetOwner().GetFactionLeader().GetName()}!";
                        uiHandler.LogMessage(logMessage, attacker.GetOwner().GetPlayerColor());
                    }
                }
            }

        }
    }

    // battle report for human player
    if (attacker.GetOwner().isHuman || defender.GetOwner().isHuman)
    {
        uiHandler.ShowBattleReport(attacker, defender, attackerRoll, defenderRoll, aCAttack, aCDefence, aF1Attack, aF1Defence, aF2Attack, aF2Defence, dCAttack, dCDefence, dF1Attack, dF1Defence, dF2Attack, dF2Defence,
                                    aCTactic, dCTactic, aF1Tactic, dF1Tactic, aF2Tactic, dF2Tactic
        );
        mainCamera.transform.position = new Vector3(currentNode.transform.position.x, currentNode.transform.position.y, mainCamera.transform.position.z);
        requirePlayerInput = true;
    }

}

string ChooseCombatTactic(Officer officer) { List<string>availableTactics = new List<string>();

    foreach (string trait in officer.GetTraits())
    {
        switch (trait)
        {
            case "Brave":
                availableTactics.Add("Charge");
                availableTactics.Add("First Strike");
                break;
            case "Calm":
                availableTactics.Add("Adaptive");
                availableTactics.Add("Skirmish");
                break;
            case "Siren":
                availableTactics.Add("Alluring Song");
                availableTactics.Add("Piercing Screech");
                availableTactics.Add("Alluring Song");
                availableTactics.Add("Piercing Screech");
                break;
            case "Princess of the Moon":
                availableTactics.Add("Nightmare");
                availableTactics.Add("Nightmare");
                break;
            case "Princess of the Sun":
                availableTactics.Add("To The Moon");
                availableTactics.Add("To The Moon");
                break;
            case "Princess of Love":
                availableTactics.Add("Crystal Shield");
                availableTactics.Add("Crystal Shield");
                break;
            case "Princess of Friendship":
                availableTactics.Add("Friendship Laser");
                availableTactics.Add("Friendship Laser");
                break;
            case "Great and Powerful":
                availableTactics.Add("Smokescreen");
                availableTactics.Add("Disrupt");
                availableTactics.Add("Gamble Cast");
                break;
            case "God of Chaos":
                availableTactics.Add("Discord");
                availableTactics.Add("Disrupt");
                availableTactics.Add("Timewarp");
                availableTactics.Add("Gamble Cast");
                break;
            case "Yak":
                availableTactics.Add("Smash");
                availableTactics.Add("Crush");
                availableTactics.Add("Smash");
                availableTactics.Add("Crush");
                break;
            case "Dragon":
                availableTactics.Add("Scorch");
                availableTactics.Add("Smokescreen");
                break;
            case "Alicorn":
                availableTactics.Add("Magical Barrier");
                availableTactics.Add("Alicorn Magic");
                break;
            case "Kirin":
                availableTactics.Add("Bamboo Dance");
                break;
            case "Changeling":
                availableTactics.Add("Deceive");
                availableTactics.Add("Infiltrate");
                break;
            case "Adept Commander":
                availableTactics.Add("Feint");
                availableTactics.Add("Taunt");
                availableTactics.Add("Raid");
                availableTactics.Add("Shieldwall");
                break;
            case "Expert Commander":
                availableTactics.Add("Fire Attack");
                availableTactics.Add("Pincer");
                availableTactics.Add("Unyielding");
                break;
            case "Adept Mage":
                availableTactics.Add("Protective Bubble");
                availableTactics.Add("Magical Artillery");
                availableTactics.Add("Enchanted Weapons");
                break;
            case "Expert Mage":
                availableTactics.Add("Teleportation");
                availableTactics.Add("Elemental Beam");
                availableTactics.Add("Firestorm");
                availableTactics.Add("Earthquake");
                break;
            case "Charged":
                availableTactics.Add("Lightning Strike");
                break;
            case "Musician":
                availableTactics.Add("Inspire");
                break;
            case "Trickster":
                availableTactics.Add("Decoy");
                availableTactics.Add("Feint");
                if (officer.magic > 80)
                {
                    availableTactics.Add("Gamble Cast");
                }
                break;
            case "Queen of the Changelings":
                availableTactics.Add("Overwhelm");
                break;
            case "Timelord":
                availableTactics.Add("Timewarp");
                break;
            case "Cutie Mark Crusader":
                availableTactics.Add("Rousing Speech");
                availableTactics.Add("Lead By Example");
                break;
            case "Father of Monsters":
                availableTactics.Add("Grogar's Bell");
                availableTactics.Add("Grogar's Bell");
                break;
            case "Mystic":
                availableTactics.Add("Eldritch Horror");
                break;
            case "Cheerleader":
                availableTactics.Add("Inspire");
                availableTactics.Add("Dance");
                break;
            case "Inspiring Leader":
                availableTactics.Add("Rousing Speech");
                availableTactics.Add("First Strike");
                availableTactics.Add("Maintain Order");
                break;
            case "Examplary Leader":
                availableTactics.Add("Rousing Speech");
                availableTactics.Add("Hold The Line");
                availableTactics.Add("Lead By Example");
                break;
        }
    }

    if (availableTactics.Count == 0)
    {
        availableTactics.Add("Aggressive");
        availableTactics.Add("Defensive");
    }
    return availableTactics[Random.Range(0, availableTactics.Count)];
}

float GetTacticAttackBonus(string tactic)
{
    switch (tactic)
    {
        case "Aggressive":
            return 1.05f;
        case "Defensive":
            return 0.95f;
        case "Charge":
            return 1.2f;
        case "Adaptive":
            return 1.05f;
        case "Alluring Song":
            return 1.05f;
        case "Piercing Screech":
            return 1.2f;
        case "Nightmare":
            return 1.7f;
        case "To The Moon":
            return 1.7f;
        case "Crystal Shield":
            return 1f;
        case "Friendship Laser":
            return 1.7f;
        case "Smokescreen":
            return 0.7f;
        case "Disrupt":
            return 1.2f;
        case "Discord":
            return 1.5f;
        case "Timewarp":
            return 1.5f;
        case "Smash":
            return 1.2f;
        case "Crush":
            return 1.3f;
        case "Scorch":
            return 1.2f;
        case "Magical Barrier":
            return 1f;
        case "Alicorn Magic":
            return 1.4f;
        case "Bamboo Dance":
            return 1f;
        case "Deceive":
            return 1.15f;
        case "Infiltrate":
            return 1.25f;
        case "Feint":
            return 0.8f;
        case "Taunt":
            return 1.35f;
        case "Raid":
            return 1.3f;
        case "Shieldwall":
            return 0.8f;
        case "Fire Attack":
            return 1.6f;
        case "Pincer":
            return 1.5f;
        case "Unyielding":
            return 1f;
        case "Protective Bubble":
            return 0.95f;
        case "Magical Artillery":
            return 1.1f;
        case "Enchanted Weapons":
            return 1.15f;
        case "Teleportation":
            return 1.25f;
        case "Elemental Beam":
            return 1.4f;
        case "Firestorm":
            return 1.4f;
        case "Earthquake":
            return 1.4f;
        case "Lightning Strike":
            return 1.4f;
        case "Inspire":
            return 1.1f;
        case "Decoy":
            return 1.1f;
        case "Overwhelm":
            return 1.7f;
        case "Grogar's Bell":
            return 2f;
        case "Eldritch Horror":
            return 1.5f;
        case "Dance":
            return 1.15f;
        case "Lead By Example":
            return 1.15f;
        case "First Strike":
            return 1.15f;
        case "Rousing Speech":
            return 1.1f;
        case "Maintain Order":
            return 0.8f;
        case "Hold The Line":
            return 1.1f;
        case "Gamble Cast":
            return Random.Range(0.2f, 2f);
        default:
            return 1f;
    }
}

float GetTacticDefenceBonus(string tactic)
{
    switch (tactic)
    {
        case "Aggressive":
            return 0.95f;
        case "Defensive":
            return 1.05f;
        case "Charge":
            return 0.9f;
        case "Adaptive":
            return 1.05f;
        case "Alluring Song":
            return 1.2f;
        case "Piercing Screech":
            return 1.05f;
        case "Nightmare":
            return 1.2f;
        case "To The Moon":
            return 1.2f;
        case "Crystal Shield":
            return 2.5f;
        case "Friendship Laser":
            return 1.2f;
        case "Smokescreen":
            return 1.7f;
        case "Disrupt":
            return 1f;
        case "Discord":
            return 1.2f;
        case "Timewarp":
            return 1.5f;
        case "Smash":
            return 1f;
        case "Crush":
            return 0.9f;
        case "Scorch":
            return 1f;
        case "Magical Barrier":
            return 2f;
        case "Alicorn Magic":
            return 1.1f;
        case "Bamboo Dance":
            return 1.5f;
        case "Deceive":
            return 1.15f;
        case "Infiltrate":
            return 1f;
        case "Feint":
            return 1.2f;
        case "Taunt":
            return 0.85f;
        case "Raid":
            return 1f;
        case "Shieldwall":
            return 1.6f;
        case "Fire Attack":
            return 0.7f;
        case "Pincer":
            return 1f;
        case "Unyielding":
            return 1.8f;
        case "Protective Bubble":
            return 1.8f;
        case "Magical Artillery":
            return 1.3f;
        case "Enchanted Weapons":
            return 1.15f;
        case "Teleportation":
            return 1.25f;
        case "Elemental Beam":
            return 1.2f;
        case "Firestorm":
            return 1.2f;
        case "Earthquake":
            return 1.2f;
        case "Lightning Strike":
            return 1.2f;
        case "Inspire":
            return 1.1f;
        case "Decoy":
            return 1.15f;
        case "Overwhelm":
            return 1.2f;
        case "Grogar's Bell":
            return 1.5f;
        case "Eldritch Horror":
            return 1f;
        case "Dance":
            return 1.15f;
        case "Lead By Example":
            return 1.15f;
        case "First Strike":
            return 1f;
        case "Rousing Speech":
            return 1.10f;
        case "Maintain Order":
            return 1.4f;
        case "Hold The Line":
            return 1.6f;
        case "Skirmish":
            return 1.1f;
        case "Gamble Cast":
            return Random.Range(0.2f, 2f);
        default:
            return 1f;
    }
}

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