ZergMultiplier scales correctly

This commit is contained in:
2025-02-21 20:10:10 -06:00
parent 2dbaac5bcf
commit 9b7bcdc043
15 changed files with 77 additions and 83 deletions
+16 -16
View File
@@ -3717,11 +3717,11 @@ public class PlayerCharacter extends AbstractCharacter {
dexVal *= this.dexPenalty;
// modify percent amounts. DO THIS LAST!
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength, null));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity, null));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution, null));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence, null));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit, null));
strVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength));
dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity));
conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution));
intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence));
spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit));
} else
// apply dex penalty for armor
@@ -4182,7 +4182,7 @@ public class PlayerCharacter extends AbstractCharacter {
this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (this.statStrBase / 600));
if (this.bonuses != null) {
float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None, null);
float range_bonus = 1 + this.bonuses.getFloatPercentAll(ModType.WeaponRange, SourceType.None);
if (mainHand)
this.rangeHandOne *= range_bonus;
@@ -4349,11 +4349,11 @@ public class PlayerCharacter extends AbstractCharacter {
float percentMinDamage = 1;
float percentMaxDamage = 1;
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None, null);
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None);
percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None, null);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None);
percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
minDamage *= percentMinDamage;
maxDamage *= percentMaxDamage;
@@ -4673,9 +4673,9 @@ public class PlayerCharacter extends AbstractCharacter {
m += this.bonuses.getFloat(ModType.ManaFull, SourceType.None);
s += this.bonuses.getFloat(ModType.StaminaFull, SourceType.None);
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None, null));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None, null));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None, null));
h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None));
m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None));
s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
}
@@ -4757,7 +4757,7 @@ public class PlayerCharacter extends AbstractCharacter {
divisr = 16;
float blockChance = ((passiveSkill.getModifiedAmount() + blockBonusFromShield) / divisr);
if(this.bonuses != null)
blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Block, SourceType.None, null);
blockChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Block, SourceType.None);
return blockChance;
case "Parry":
if(!fromCombat)
@@ -4781,7 +4781,7 @@ public class PlayerCharacter extends AbstractCharacter {
float parryChance =((passiveSkill.getModifiedAmount() + parryBonus) / 4);
if(this.bonuses != null)
parryChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Parry, SourceType.None, null);
parryChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Parry, SourceType.None);
return parryChance;
@@ -4797,7 +4797,7 @@ public class PlayerCharacter extends AbstractCharacter {
float dodgeChance = ((passiveSkill.getModifiedAmount()) / divisor);
if(this.bonuses != null)
dodgeChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Dodge, SourceType.None, null);
dodgeChance *= 1 + this.bonuses.getFloatPercentAll(ModType.Dodge, SourceType.None);
return dodgeChance;
default: