forked from MagicBane/Server
Initial refactor of damagetype
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@@ -38,7 +38,7 @@ public enum CombatManager {
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case PlayerCharacter:
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case Mob:
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PlayerBonuses bonuses = ((AbstractCharacter) target).getBonuses();
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if (bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.NONE))
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if (bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.None))
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return;
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break;
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case NPC:
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@@ -90,7 +90,7 @@ public enum CombatManager {
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if (weapon != null) {
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if (bonus != null)
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rangeMod += bonus.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.NONE);
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rangeMod += bonus.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.None);
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attackRange = weapon.template.item_weapon_max_range * rangeMod;
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}
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@@ -210,15 +210,15 @@ public enum CombatManager {
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//get the damage type
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Enum.SourceType damageType;
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Enum.DamageType damageType;
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if (attacker.charItemManager.getEquipped().get(slot) == null) {
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damageType = Enum.SourceType.CRUSHING;
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damageType = Enum.DamageType.Crush;
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if (attacker.getObjectType().equals(Enum.GameObjectType.Mob))
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if (((Mob) attacker).isSiege())
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damageType = Enum.SourceType.SIEGE;
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damageType = Enum.DamageType.Siege;
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} else {
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damageType = (Enum.SourceType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
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damageType = (Enum.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0];
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}
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//get resists
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@@ -318,11 +318,11 @@ public enum CombatManager {
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int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
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if (weapon.getBonusPercent(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE));
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if (weapon.getBonusPercent(Enum.ModType.WeaponSpeed, Enum.SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(Enum.ModType.WeaponSpeed, Enum.SourceType.None));
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if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE) != 0f) //add effects speed bonus
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wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.NONE));
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if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(Enum.ModType.AttackDelay, Enum.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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