|
|
@ -3969,7 +3969,8 @@ public class PlayerCharacter extends AbstractCharacter { |
|
|
|
speed = weaponBase.getSpeed(); |
|
|
|
speed = weaponBase.getSpeed(); |
|
|
|
else |
|
|
|
else |
|
|
|
speed = 20f; //unarmed attack speed
|
|
|
|
speed = 20f; //unarmed attack speed
|
|
|
|
if (weapon != null) { |
|
|
|
|
|
|
|
|
|
|
|
//if (weapon != null) {
|
|
|
|
//speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
|
|
|
|
//speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
|
|
|
|
for(Effect eff : this.effects.values()){ |
|
|
|
for(Effect eff : this.effects.values()){ |
|
|
|
for(AbstractEffectModifier mod : eff.getEffectModifiers()){ |
|
|
|
for(AbstractEffectModifier mod : eff.getEffectModifiers()){ |
|
|
@ -3979,7 +3980,7 @@ public class PlayerCharacter extends AbstractCharacter { |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
//}
|
|
|
|
//speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
|
|
|
|
//speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
|
|
|
|
|
|
|
|
|
|
|
|
for(Effect eff : this.effects.values()){ |
|
|
|
for(Effect eff : this.effects.values()){ |
|
|
|