ZergMultiplier scales correctly
This commit is contained in:
@@ -505,8 +505,8 @@ public enum CombatManager {
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if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.None));
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if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None, null) != 0f) //add effects speed bonus
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wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None, null));
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if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None));
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if (wepSpeed < 10)
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wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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@@ -599,9 +599,9 @@ public enum CombatManager {
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//Dont think we need to do this anymore.
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if (tarIsRat)
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if (ac.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat, null) != 0) { //strip away current % dmg buffs then add with rat %
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if (ac.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat) != 0) { //strip away current % dmg buffs then add with rat %
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float percent = 1 + ac.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat, null);
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float percent = 1 + ac.getBonuses().getFloatPercentAll(ModType.Slay, SourceType.Rat);
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minDamage *= percent;
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maxDamage *= percent;
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@@ -1130,9 +1130,9 @@ public enum CombatManager {
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if (eff.getPower() != null && (eff.getPower().getToken() == 429506943 || eff.getPower().getToken() == 429408639 || eff.getPower().getToken() == 429513599 || eff.getPower().getToken() == 429415295))
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swingAnimation = 0;
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// if(source != null && source.getObjectType().equals(GameObjectType.PlayerCharacter)){
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// damage *= ((PlayerCharacter)source).ZergMultiplier;
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//} // Health modifications are modified by the ZergMechanic
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if(source != null && source.getObjectType().equals(GameObjectType.PlayerCharacter)){
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damage *= ((PlayerCharacter)source).ZergMultiplier;
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} // Health modifications are modified by the ZergMechanic
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TargetedActionMsg cmm = new TargetedActionMsg(source, target, damage, swingAnimation);
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DispatchMessage.sendToAllInRange(target, cmm);
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@@ -1295,7 +1295,7 @@ public enum CombatManager {
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return 0f;
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if (bonus != null)
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rangeMod += bonus.getFloatPercentAll(ModType.WeaponRange, SourceType.None, null);
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rangeMod += bonus.getFloatPercentAll(ModType.WeaponRange, SourceType.None);
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return weapon.getRange() * rangeMod;
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}
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@@ -564,7 +564,7 @@ public enum PowersManager {
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cost = 0;
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if (bonus != null)
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cost *= (1 + bonus.getFloatPercentAll(ModType.PowerCost, SourceType.None, null));
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cost *= (1 + bonus.getFloatPercentAll(ModType.PowerCost, SourceType.None));
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if (playerCharacter.getAltitude() > 0)
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cost *= 1.5f;
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@@ -1437,7 +1437,7 @@ public class MobAI {
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if (mob.isSit() && mob.getTimeStamp("HEALTHRECOVERED") < System.currentTimeMillis() + 3000)
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if (mob.getHealth() < mob.getHealthMax()) {
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float recoveredHealth = mob.getHealthMax() * ((1 + mob.getBonuses().getFloatPercentAll(Enum.ModType.HealthRecoverRate, Enum.SourceType.None, null)) * 0.01f);
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float recoveredHealth = mob.getHealthMax() * ((1 + mob.getBonuses().getFloatPercentAll(Enum.ModType.HealthRecoverRate, Enum.SourceType.None)) * 0.01f);
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mob.setHealth(mob.getHealth() + recoveredHealth);
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mob.getTimestamps().put("HEALTHRECOVERED", System.currentTimeMillis());
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@@ -151,7 +151,7 @@ public class CombatUtilities {
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int atr = agent.mobBase.getAtr();
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if(agent.getBonuses() != null){
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atr += agent.getBonuses().getFloat(ModType.OCV,SourceType.None);
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atr *= 1 + agent.getBonuses().getFloatPercentAll(ModType.OCV,SourceType.None, null);
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atr *= 1 + agent.getBonuses().getFloatPercentAll(ModType.OCV,SourceType.None);
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}
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switch (target.getObjectType()) {
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case PlayerCharacter:
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@@ -357,7 +357,7 @@ public class CombatUtilities {
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float damage;
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float min = 40;
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float max = 60;
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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double minDmg = getMinDmg(agent);
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double maxDmg = getMaxDmg(agent);
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dmgMultiplier += agent.getLevel() * 0.1f;
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@@ -371,7 +371,7 @@ public class CombatUtilities {
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ItemBase weapon = agent.getEquip().get(1).getItemBase();
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AbstractWorldObject target = agent.getCombatTarget();
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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double minDmg = weapon.getMinDamage();
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double maxDmg = weapon.getMaxDamage();
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@@ -395,7 +395,7 @@ public class CombatUtilities {
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//handle r8 mob damage
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DamageType dt = DamageType.Crush;
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AbstractWorldObject target = agent.getCombatTarget();
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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float dmgMultiplier = 1 + agent.getBonuses().getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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double min = agent.getMinDamageHandOne();
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double max = agent.getMaxDamageHandOne();
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if (agent.getEquip().get(1) != null) {
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@@ -134,7 +134,7 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
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float ret = MobAIThread.AI_BASE_AGGRO_RANGE;
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if (this.bonuses != null)
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ret *= (1 + this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.None, null));
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ret *= (1 + this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.None));
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return ret;
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}
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@@ -1127,7 +1127,7 @@ public class CharacterSkill extends AbstractGameObject {
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if (CharacterSkill.GetOwner(this).getBonuses() != null) {
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//Multiply any percent bonuses
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modAmount *= (1 + CharacterSkill.GetOwner(this).getBonuses().getFloatPercentAll(ModType.Skill, sourceType, null));
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modAmount *= (1 + CharacterSkill.GetOwner(this).getBonuses().getFloatPercentAll(ModType.Skill, sourceType));
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}
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this.modifiedAmount = (int) (modAmount);
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+15
-15
@@ -1177,11 +1177,11 @@ public class Mob extends AbstractIntelligenceAgent {
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// apply dex penalty for armor
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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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dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity, null));
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conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution, null));
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intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence, null));
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spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit, 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));
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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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}
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@@ -1200,7 +1200,7 @@ public class Mob extends AbstractIntelligenceAgent {
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float bonus = 1;
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if (this.bonuses != null)
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// get rune and effect bonuses
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bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.None, null));
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bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.None));
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if (this.isPlayerGuard)
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switch (this.mobBase.getLoadID()) {
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@@ -1568,9 +1568,9 @@ public class Mob extends AbstractIntelligenceAgent {
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//apply effects percent modifiers. DO THIS LAST!
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h *= (1 + this.bonuses.getFloatPercentAll(ModType.HealthFull, SourceType.None, null));
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m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None, null));
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, 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));
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
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}
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// Set max health, mana and stamina
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@@ -1853,9 +1853,9 @@ public class Mob extends AbstractIntelligenceAgent {
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int max = (int)this.mobBase.getDamageMax();
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int atr = this.mobBase.getAtr();
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if(this.bonuses != null){
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min *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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max *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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atr *= 1 + this.bonuses.getFloatPercentAll(ModType.OCV,SourceType.None, null);
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min *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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max *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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atr *= 1 + this.bonuses.getFloatPercentAll(ModType.OCV,SourceType.None);
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atr += this.bonuses.getFloat(ModType.OCV,SourceType.None);
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}
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this.minDamageHandOne = min;
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@@ -1873,9 +1873,9 @@ public class Mob extends AbstractIntelligenceAgent {
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int max = (int)this.mobBase.getDamageMax();
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int atr = this.mobBase.getAtr();
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if(this.bonuses != null){
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min *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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max *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None, null);
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atr *= 1 + this.bonuses.getFloatPercentAll(ModType.OCV,SourceType.None, null);
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min *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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max *= 1 + this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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atr *= 1 + this.bonuses.getFloatPercentAll(ModType.OCV,SourceType.None);
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atr += this.bonuses.getFloat(ModType.OCV,SourceType.None);
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}
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this.minDamageHandTwo = min;
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@@ -340,7 +340,7 @@ public class PlayerBonuses {
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return amount;
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}
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public float getFloatPercentAll(ModType modType, SourceType sourceType, PlayerCharacter pc) {
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public float getFloatPercentAll(ModType modType, SourceType sourceType) {
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float amount = 0;
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for (AbstractEffectModifier mod : this.bonusFloats.keySet()) {
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@@ -357,15 +357,6 @@ public class PlayerBonuses {
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amount += this.bonusFloats.get(mod);
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}
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if(pc != null) {
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if (modType.equals(ModType.PowerDamageModifier) || modType.equals(ModType.MeleeDamageModifier)) {
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if(pc.ZergMultiplier == 0.0f){
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amount = -1.0f;
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}else {
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amount -= 1.0f - pc.ZergMultiplier;
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}
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}
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}
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return amount;
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}
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@@ -3717,11 +3717,11 @@ public class PlayerCharacter extends AbstractCharacter {
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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, null));
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dexVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Dexterity, null));
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conVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Constitution, null));
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intVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Intelligence, null));
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spiVal *= (1 + this.bonuses.getFloatPercentAll(ModType.Attr, SourceType.Spirit, 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));
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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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@@ -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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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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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 percentMaxDamage = 1;
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.None, null);
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, 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);
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.None, null);
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, 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);
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minDamage *= percentMinDamage;
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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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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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m *= (1 + this.bonuses.getFloatPercentAll(ModType.ManaFull, SourceType.None, null));
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, 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));
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s *= (1 + this.bonuses.getFloatPercentAll(ModType.StaminaFull, SourceType.None));
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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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float blockChance = ((passiveSkill.getModifiedAmount() + blockBonusFromShield) / divisr);
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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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case "Parry":
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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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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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@@ -4797,7 +4797,7 @@ public class PlayerCharacter extends AbstractCharacter {
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float dodgeChance = ((passiveSkill.getModifiedAmount()) / divisor);
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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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default:
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@@ -505,7 +505,7 @@ public class PlayerCombatStats {
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);
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if(this.owner.bonuses != null){
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minDMG += this.owner.bonuses.getFloat(Enum.ModType.MinDamage, Enum.SourceType.None);
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minDMG *= 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None, this.owner);
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minDMG *= 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None);
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}
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if(this.owner.charItemManager != null){
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@@ -585,7 +585,7 @@ public class PlayerCombatStats {
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if(this.owner.bonuses != null){
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maxDMG += this.owner.bonuses.getFloat(Enum.ModType.MaxDamage, Enum.SourceType.None);
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maxDMG *= 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None, this.owner);
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maxDMG *= 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.MeleeDamageModifier, Enum.SourceType.None);
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}
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if(this.owner.charItemManager != null){
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@@ -676,7 +676,7 @@ public class PlayerCombatStats {
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}
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}
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float bonusValues = 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.AttackDelay,Enum.SourceType.None, null);//1.0f;
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float bonusValues = 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.AttackDelay,Enum.SourceType.None);//1.0f;
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bonusValues -= stanceValue + delayExtra; // take away stance modifier from alacrity bonus values
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speed *= 1 + stanceValue; // apply stance bonus
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speed *= bonusValues; // apply alacrity bonuses without stance mod
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@@ -712,7 +712,7 @@ public class PlayerCombatStats {
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range = weapon.getItemBase().getRange();
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}
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if(owner.bonuses != null){
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range *= 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.None, null);
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range *= 1 + this.owner.bonuses.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.None);
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}
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if(mainHand){
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this.rangeHandOne = range;
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@@ -131,7 +131,7 @@ public class Resists {
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PlayerBonuses bonus = target.getBonuses();
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//see if there is a fortitude
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||||
float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.None, null);
|
||||
float damageCap = bonus.getFloatPercentAll(ModType.DamageCap, SourceType.None);
|
||||
if (damageCap == 0f || type == DamageType.Healing)
|
||||
return damage;
|
||||
|
||||
@@ -152,7 +152,7 @@ public class Resists {
|
||||
if (forts == null || !isValidDamageCapType(forts, type, exclusive))
|
||||
return damage;
|
||||
|
||||
float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.None, null);
|
||||
float adjustedDamage = bonus.getFloatPercentAll(ModType.AdjustAboveDmgCap, SourceType.None);
|
||||
//Adjust damage down and return new amount
|
||||
float aadc = 1 + adjustedDamage;
|
||||
return capFire * aadc;
|
||||
|
||||
@@ -171,13 +171,14 @@ public class HealthEffectModifier extends AbstractEffectModifier {
|
||||
|
||||
// Apply any power effect modifiers (such as stances)
|
||||
if (bonus != null){
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None));
|
||||
}
|
||||
}
|
||||
|
||||
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, (PlayerCharacter) source));
|
||||
}else{
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, null));
|
||||
}
|
||||
}
|
||||
modAmount *= ((PlayerCharacter)source).ZergMultiplier;
|
||||
}
|
||||
|
||||
if (modAmount == 0f)
|
||||
return;
|
||||
if (AbstractWorldObject.IsAbstractCharacter(awo)) {
|
||||
|
||||
@@ -130,14 +130,15 @@ public class ManaEffectModifier extends AbstractEffectModifier {
|
||||
|
||||
// Apply any power effect modifiers (such as stances)
|
||||
if (bonus != null){
|
||||
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, (PlayerCharacter) source));
|
||||
}else{
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, null));
|
||||
}
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
|
||||
modAmount *= ((PlayerCharacter)source).ZergMultiplier;
|
||||
}
|
||||
|
||||
if (modAmount == 0f)
|
||||
return;
|
||||
if (AbstractWorldObject.IsAbstractCharacter(awo)) {
|
||||
|
||||
@@ -126,13 +126,14 @@ public class StaminaEffectModifier extends AbstractEffectModifier {
|
||||
|
||||
// Apply any power effect modifiers (such as stances)
|
||||
if (bonus != null){
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None));
|
||||
}
|
||||
}
|
||||
|
||||
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, (PlayerCharacter) source));
|
||||
}else{
|
||||
modAmount *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, null));
|
||||
}
|
||||
}
|
||||
modAmount *= ((PlayerCharacter)source).ZergMultiplier;
|
||||
}
|
||||
|
||||
if (modAmount == 0f)
|
||||
return;
|
||||
if (AbstractWorldObject.IsAbstractCharacter(awo)) {
|
||||
|
||||
@@ -218,11 +218,11 @@ public class TransferStatPowerAction extends AbstractPowerAction {
|
||||
// Apply any power effect modifiers (such as stances)
|
||||
PlayerBonuses bonus = source.getBonuses();
|
||||
if (bonus != null){
|
||||
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
|
||||
damage *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, (PlayerCharacter) source));
|
||||
}else{
|
||||
damage *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None, null));
|
||||
damage *= (1 + bonus.getFloatPercentAll(ModType.PowerDamageModifier, SourceType.None));
|
||||
}
|
||||
|
||||
if(source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)){
|
||||
damage *= ((PlayerCharacter)source).ZergMultiplier;
|
||||
}
|
||||
|
||||
//get amount to transfer
|
||||
|
||||
Reference in New Issue
Block a user