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@ -3580,19 +3580,16 @@ public void dismissNecroPets() {
@@ -3580,19 +3580,16 @@ public void dismissNecroPets() {
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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 +Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Strength))); |
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dexVal *= (1 +Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity))); |
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conVal *= (1 + Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution))); |
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intVal *= (1+Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence))); |
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spiVal *= (1+Math.round(this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit))); |
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//boons?
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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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