forked from MagicBane/Server
Uppercase enum.
This commit is contained in:
@@ -3110,7 +3110,7 @@ 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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@@ -3614,8 +3614,8 @@ 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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@@ -3683,21 +3683,21 @@ 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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@@ -3823,10 +3823,10 @@ public class PlayerCharacter extends AbstractCharacter {
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if (this.bonuses != null) {
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// add any bonuses
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defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.None);
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defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.NONE);
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// Finally multiply any percent modifiers. DO THIS LAST!
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float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.None);
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float pos_Bonus = this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE);
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defense = (short) (defense * (1 + pos_Bonus));
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//Lucky rune applies next
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@@ -3835,7 +3835,7 @@ public class PlayerCharacter extends AbstractCharacter {
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//and negative percent modifiers
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//already done...
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float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.None);
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float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE);
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defense = (short) (defense * (1 + neg_Bonus));
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} else
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@@ -3907,7 +3907,7 @@ 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);
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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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@@ -3958,10 +3958,10 @@ public class PlayerCharacter extends AbstractCharacter {
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// add in any bonuses to atr
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if (this.bonuses != null) {
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// Add any base bonuses
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atr += this.bonuses.getFloat(ModType.OCV, SourceType.None);
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atr += this.bonuses.getFloat(ModType.OCV, SourceType.NONE);
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// Finally use any multipliers. DO THIS LAST!
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float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.None));
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float pos_Bonus = (1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE));
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atr *= pos_Bonus;
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// next precise
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@@ -3969,7 +3969,7 @@ public class PlayerCharacter extends AbstractCharacter {
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// atr *= (1 + ((float) this.bonuses.getShort("rune.Attack") / 100));
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//and negative percent modifiers
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float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.None);
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float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE);
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atr *= (1 + neg_Bonus);
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}
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@@ -3989,8 +3989,8 @@ public class PlayerCharacter extends AbstractCharacter {
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else
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speed = 20f; //unarmed attack speed
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if (weapon != null)
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speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.None));
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speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.None));
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speed *= (1 + this.bonuses.getFloatPercentAll(ModType.WeaponSpeed, SourceType.NONE));
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speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE));
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if (speed < 10)
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speed = 10;
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@@ -3998,21 +3998,21 @@ public class PlayerCharacter extends AbstractCharacter {
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if (weapon != null) {
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// Add any base bonuses
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min += weapon.getBonus(ModType.MinDamage, SourceType.None);
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max += weapon.getBonus(ModType.MaxDamage, SourceType.None);
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min += weapon.getBonus(ModType.MinDamage, SourceType.NONE);
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max += weapon.getBonus(ModType.MaxDamage, SourceType.NONE);
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min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None);
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max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.None);
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min += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
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max += weapon.getBonus(ModType.MeleeDamageModifier, SourceType.NONE);
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// Finally use any multipliers. DO THIS LAST!
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float percentMinDamage = 1;
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float percentMaxDamage = 1;
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percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.None);
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percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None);
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percentMinDamage += weapon.getBonusPercent(ModType.MinDamage, SourceType.NONE);
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percentMinDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
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percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.None);
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percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.None);
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percentMaxDamage += weapon.getBonusPercent(ModType.MaxDamage, SourceType.NONE);
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percentMaxDamage += weapon.getBonusPercent(ModType.MeleeDamageModifier, SourceType.NONE);
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min *= percentMinDamage;
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@@ -4047,21 +4047,21 @@ public class PlayerCharacter extends AbstractCharacter {
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// add in any bonuses to damage
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if (this.bonuses != null) {
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// Add any base bonuses
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minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.None);
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maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.None);
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minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.NONE);
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maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE);
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minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None);
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maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.None);
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minDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
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maxDamage += this.bonuses.getFloat(ModType.MeleeDamageModifier, SourceType.NONE);
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// Finally use any multipliers. DO THIS LAST!
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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);
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percentMinDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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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);
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percentMaxDamage += this.bonuses.getFloatPercentAll(ModType.MeleeDamageModifier, SourceType.None);
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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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@@ -4099,8 +4099,8 @@ public class PlayerCharacter extends AbstractCharacter {
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float def = ab.getDefense();
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//apply item defense bonuses
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if (shield != null) {
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def += shield.getBonus(ModType.DR, SourceType.None);
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def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.None));
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def += shield.getBonus(ModType.DR, SourceType.NONE);
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def *= (1 + shield.getBonusPercent(ModType.DR, SourceType.NONE));
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}
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@@ -4121,24 +4121,24 @@ public class PlayerCharacter extends AbstractCharacter {
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wbOff = off.getItemBase();
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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.getItemBase() != null && off.getItemBase().isShield())
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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.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
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if (wbOff == null || wbOff.getRange() < 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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@@ -4171,8 +4171,8 @@ public class PlayerCharacter extends AbstractCharacter {
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float def = ib.getDefense();
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//apply item defense bonuses
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if (armor != null) {
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def += armor.getBonus(ModType.DR, SourceType.None);
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def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.None));
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def += armor.getBonus(ModType.DR, SourceType.NONE);
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def *= (1 + armor.getBonusPercent(ModType.DR, SourceType.NONE));
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}
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@@ -4354,13 +4354,13 @@ 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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@@ -4395,11 +4395,11 @@ 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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@@ -4411,7 +4411,7 @@ 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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@@ -4429,7 +4429,7 @@ public class PlayerCharacter extends AbstractCharacter {
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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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@@ -4444,7 +4444,7 @@ public class PlayerCharacter extends AbstractCharacter {
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amount += this.bonuses.getFloat(modType, sourceType);
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// Add item bonuses and return
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if (sourceType.equals(SourceType.Dodge) && !fromCombat)
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if (sourceType.equals(SourceType.DODGE) && !fromCombat)
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return ((amount / 4) - attackerLevel + this.getLevel()) / 4;
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else
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return (amount - attackerLevel + this.getLevel()) / 4;
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@@ -4913,7 +4913,7 @@ 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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