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@ -3717,11 +3717,11 @@ public class PlayerCharacter extends AbstractCharacter { |
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dexVal *= this.dexPenalty; |
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dexVal *= this.dexPenalty; |
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// modify percent amounts. DO THIS LAST!
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// modify percent amounts. DO THIS LAST!
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strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength, null)); |
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strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength)); |
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dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity, null)); |
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dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity)); |
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conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution, null)); |
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conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution)); |
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intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence, null)); |
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intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence)); |
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spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit, null)); |
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spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit)); |
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} else |
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} else |
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// apply dex penalty for armor
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// apply dex penalty for armor
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@ -4182,7 +4182,7 @@ public class PlayerCharacter extends AbstractCharacter { |
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this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600)); |
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this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600)); |
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if (this.bonuses != null) { |
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if (this.bonuses != null) { |
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float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None, null); |
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float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None); |
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if (mainHand) |
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if (mainHand) |
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this.rangeHandOne *= range_bonus; |
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this.rangeHandOne *= range_bonus; |
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@ -4349,11 +4349,11 @@ public class PlayerCharacter extends AbstractCharacter { |
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float percentMinDamage = 1; |
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float percentMinDamage = 1; |
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float percentMaxDamage = 1; |
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float percentMaxDamage = 1; |
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None, null); |
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None); |
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null); |
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None); |
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None, null); |
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None); |
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null); |
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None); |
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minDamage *= percentMinDamage; |
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minDamage *= percentMinDamage; |
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maxDamage *= percentMaxDamage; |
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maxDamage *= percentMaxDamage; |
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@ -4673,9 +4673,9 @@ public class PlayerCharacter extends AbstractCharacter { |
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m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None); |
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m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None); |
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s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None); |
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s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None); |
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h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None, null)); |
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h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None)); |
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m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None, null)); |
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m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None)); |
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None, null)); |
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None)); |
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} |
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} |
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@ -4757,7 +4757,7 @@ public class PlayerCharacter extends AbstractCharacter { |
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divisr = 16; |
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divisr = 16; |
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float blockChance = ((passiveSkill.getModifiedAmount() + blockBonusFromShield) / divisr); |
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float blockChance = ((passiveSkill.getModifiedAmount() + blockBonusFromShield) / divisr); |
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if(this.bonuses != null) |
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if(this.bonuses != null) |
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blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Block, SourceType.None, null); |
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blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Block, SourceType.None); |
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return blockChance; |
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return blockChance; |
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case "Parry": |
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case "Parry": |
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if(!fromCombat) |
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if(!fromCombat) |
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@ -4781,7 +4781,7 @@ public class PlayerCharacter extends AbstractCharacter { |
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float parryChance =((passiveSkill.getModifiedAmount() + parryBonus) / 4); |
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float parryChance =((passiveSkill.getModifiedAmount() + parryBonus) / 4); |
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if(this.bonuses != null) |
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if(this.bonuses != null) |
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parryChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Parry, SourceType.None, null); |
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parryChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Parry, SourceType.None); |
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return parryChance; |
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return parryChance; |
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@ -4797,7 +4797,7 @@ public class PlayerCharacter extends AbstractCharacter { |
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float dodgeChance = ((passiveSkill.getModifiedAmount()) / divisor); |
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float dodgeChance = ((passiveSkill.getModifiedAmount()) / divisor); |
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if(this.bonuses != null) |
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if(this.bonuses != null) |
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dodgeChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Dodge, SourceType.None, null); |
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dodgeChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Dodge, SourceType.None); |
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return dodgeChance; |
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return dodgeChance; |
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default: |
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default: |
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