forked from MagicBane/Server
Initial refactor of damagetype
This commit is contained in:
@@ -3091,7 +3091,7 @@ public class PlayerCharacter extends AbstractCharacter {
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if (this.bonuses != null)
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// get rune and effect bonuses
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bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.NONE);
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bonus += this.bonuses.getFloatPercentNullZero(ModType.Speed, SourceType.None);
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// TODO get equip bonus
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this.update();
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@@ -3595,8 +3595,8 @@ public class PlayerCharacter extends AbstractCharacter {
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//calculateModifiedStats();
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//update hide and seeInvis levels
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if (this.bonuses != null) {
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this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.NONE);
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this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.NONE);
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this.hidden = (int) bonuses.getFloat(ModType.Invisible, SourceType.None);
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this.seeInvis = (int) bonuses.getFloat(ModType.SeeInvisible, SourceType.None);
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} else {
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this.hidden = (byte) 0;
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this.seeInvis = (byte) 0;
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@@ -3664,21 +3664,21 @@ public class PlayerCharacter extends AbstractCharacter {
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// TODO modify for equipment
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if (this.bonuses != null) {
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// modify for effects
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strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.STRENGTH));
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dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.DEXTERITY));
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conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.CONSTITUTION));
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intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.INTELLIGENCE));
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spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.SPIRIT));
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strVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Strength));
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dexVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Dexterity));
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conVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Constitution));
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intVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Intelligence));
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spiVal += Math.round(this.bonuses.getFloat(ModType.Attr, SourceType.Spirit));
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// apply dex penalty for armor
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dexVal *= this.dexPenalty;
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// modify percent amounts. DO THIS LAST!
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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));
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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));
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spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.SPIRIT));
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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));
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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));
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spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit));
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} else
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// apply dex penalty for armor
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@@ -3774,24 +3774,24 @@ public class PlayerCharacter extends AbstractCharacter {
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wbOff = off.template;
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//set block if block found
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this.bonuses.setBool(ModType.Block, SourceType.NONE, false);
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this.bonuses.setBool(ModType.Block, SourceType.None, false);
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if (this.baseClass != null && (this.baseClass.getObjectUUID() == 2500 || this.baseClass.getObjectUUID() == 2501))
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if (off != null && off.template != null && ItemTemplate.isShield(off))
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this.bonuses.setBool(ModType.Block, SourceType.NONE, true);
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this.bonuses.setBool(ModType.Block, SourceType.None, true);
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//set dodge if rogue
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if (this.baseClass != null && this.baseClass.getObjectUUID() == 2502)
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this.bonuses.setBool(ModType.Dodge, SourceType.NONE, true);
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this.bonuses.setBool(ModType.Dodge, SourceType.None, true);
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else
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this.bonuses.setBool(ModType.Dodge, SourceType.NONE, false);
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this.bonuses.setBool(ModType.Dodge, SourceType.None, false);
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//set parry if fighter or thief and no invalid weapon found
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this.bonuses.setBool(ModType.Parry, SourceType.NONE, false);
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this.bonuses.setBool(ModType.Parry, SourceType.None, false);
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if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500)
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|| (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520))
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if (wbMain == null || wbMain.item_weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
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if (wbOff == null || wbOff.item_weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
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this.bonuses.setBool(ModType.Parry, SourceType.NONE, true);
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this.bonuses.setBool(ModType.Parry, SourceType.None, true);
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}
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@@ -3890,13 +3890,13 @@ public class PlayerCharacter extends AbstractCharacter {
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//apply effects
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h += this.bonuses.getFloat(ModType.HealthFull, 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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h += this.bonuses.getFloat(ModType.HealthFull, 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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h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.NONE));
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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));
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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));
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
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}
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@@ -3931,11 +3931,11 @@ public class PlayerCharacter extends AbstractCharacter {
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ModType modType = ModType.GetModType(type);
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// must be allowed to use this passive
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if (!this.bonuses.getBool(modType, SourceType.NONE))
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if (!this.bonuses.getBool(modType, SourceType.None))
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return 0f;
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// must not be stunned
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if (this.bonuses.getBool(ModType.Stunned, SourceType.NONE))
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if (this.bonuses.getBool(ModType.Stunned, SourceType.None))
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return 0f;
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// Get base skill amount
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@@ -3947,7 +3947,7 @@ public class PlayerCharacter extends AbstractCharacter {
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amount = sk.getModifiedAmount();
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// Add bonuses
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amount += this.bonuses.getFloat(modType, SourceType.NONE);
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amount += this.bonuses.getFloat(modType, SourceType.None);
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// Add item bonuses and return
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if (type.equals(ModType.Dodge) && !fromCombat)
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@@ -4381,7 +4381,7 @@ public class PlayerCharacter extends AbstractCharacter {
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Vector3fImmutable newLoc = this.getMovementLoc();
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if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.NONE) || this.getBonuses().getBool(ModType.CannotMove, SourceType.NONE)) {
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if (this.isAlive() == false || this.getBonuses().getBool(ModType.Stunned, SourceType.None) || this.getBonuses().getBool(ModType.CannotMove, SourceType.None)) {
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//Target is stunned or rooted. Don't move
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this.stopMovement(newLoc);
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return;
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