|
|
@ -1046,7 +1046,8 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { |
|
|
|
} else { |
|
|
|
} else { |
|
|
|
|
|
|
|
|
|
|
|
try { |
|
|
|
try { |
|
|
|
calculateAtrDefenseDamage(); |
|
|
|
AbstractCharacter.calculateAtrDamageForWeapon(this,this.charItemManager.equipped.get(EquipSlotType.RHELD),true,this.charItemManager.equipped.get(EquipSlotType.LHELD)); |
|
|
|
|
|
|
|
AbstractCharacter.calculateAtrDefenseDamage(this); |
|
|
|
} catch (Exception e) { |
|
|
|
} catch (Exception e) { |
|
|
|
Logger.error(this.getMobBaseID() + " /" + e.getMessage()); |
|
|
|
Logger.error(this.getMobBaseID() + " /" + e.getMessage()); |
|
|
|
} |
|
|
|
} |
|
|
@ -1122,384 +1123,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { |
|
|
|
|
|
|
|
|
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public void calculateAtrDefenseDamage() { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.charItemManager == null || this.charItemManager.equipped == null) { |
|
|
|
|
|
|
|
Logger.error("Player " + currentID + " missing skills or equipment"); |
|
|
|
|
|
|
|
defaultAtrAndDamage(true); |
|
|
|
|
|
|
|
defaultAtrAndDamage(false); |
|
|
|
|
|
|
|
this.defenseRating = 0; |
|
|
|
|
|
|
|
return; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
this.atrHandOne = (short) this.mobBase.getAttackRating(); |
|
|
|
|
|
|
|
this.minDamageHandOne = (short) this.mobBase.getDamageMin(); |
|
|
|
|
|
|
|
this.maxDamageHandOne = (short) this.mobBase.getDamageMax(); |
|
|
|
|
|
|
|
this.rangeHandOne = 6.5f; |
|
|
|
|
|
|
|
this.speedHandOne = 20; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.atrHandTwo = (short) this.mobBase.getAttackRating(); |
|
|
|
|
|
|
|
this.minDamageHandTwo = (short) this.mobBase.getDamageMin(); |
|
|
|
|
|
|
|
this.maxDamageHandTwo = (short) this.mobBase.getDamageMax(); |
|
|
|
|
|
|
|
this.rangeHandTwo = 6.5f; |
|
|
|
|
|
|
|
this.speedHandTwo = 20; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.charItemManager.equipped.get(EquipSlotType.RHELD) != null) |
|
|
|
|
|
|
|
calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.LHELD), true); //has mainhand weapon to calculate
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.charItemManager.equipped.get(EquipSlotType.LHELD) != null && !ItemTemplate.isShield(this.charItemManager.equipped.get(EquipSlotType.LHELD).template)) |
|
|
|
|
|
|
|
calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.LHELD), false); //has offhand weapon to calculate
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
try { |
|
|
|
|
|
|
|
calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.RHELD), true); |
|
|
|
|
|
|
|
} catch (Exception e) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.atrHandOne = (short) this.mobBase.getAttackRating(); |
|
|
|
|
|
|
|
this.minDamageHandOne = (short) this.mobBase.getDamageMin(); |
|
|
|
|
|
|
|
this.maxDamageHandOne = (short) this.mobBase.getDamageMax(); |
|
|
|
|
|
|
|
this.rangeHandOne = 6.5f; |
|
|
|
|
|
|
|
this.speedHandOne = 20; |
|
|
|
|
|
|
|
Logger.info("Mobbase ID " + this.getMobBaseID() + " returned an error. setting to default ATR and Damage." + e.getMessage()); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
try { |
|
|
|
|
|
|
|
calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.LHELD), false); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} catch (Exception e) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this.atrHandTwo = (short) this.mobBase.getAttackRating(); |
|
|
|
|
|
|
|
this.minDamageHandTwo = (short) this.mobBase.getDamageMin(); |
|
|
|
|
|
|
|
this.maxDamageHandTwo = (short) this.mobBase.getDamageMax(); |
|
|
|
|
|
|
|
this.rangeHandTwo = 6.5f; |
|
|
|
|
|
|
|
this.speedHandTwo = 20; |
|
|
|
|
|
|
|
Logger.info("Mobbase ID " + this.getMobBaseID() + " returned an error. setting to default ATR and Damage." + e.getMessage()); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
try { |
|
|
|
|
|
|
|
float defense = this.mobBase.getDefenseRating(); |
|
|
|
|
|
|
|
defense += getShieldDefense(charItemManager.equipped.get(EquipSlotType.LHELD)); |
|
|
|
|
|
|
|
defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.HELM)); |
|
|
|
|
|
|
|
defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.CHEST)); |
|
|
|
|
|
|
|
defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.UPARM)); |
|
|
|
|
|
|
|
defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.HANDS)); |
|
|
|
|
|
|
|
defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.LEGS)); |
|
|
|
|
|
|
|
defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.FEET)); |
|
|
|
|
|
|
|
defense += getWeaponDefense(charItemManager.equipped); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// TODO add error log here
|
|
|
|
|
|
|
|
if (this.bonuses != null) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// add any bonuses
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.NONE); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Finally, multiply any percent modifiers. DO THIS LAST!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
defense = (short) (defense * pos_Bonus); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//Lucky rune applies next
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE); |
|
|
|
|
|
|
|
defense = (short) (defense * (1 + neg_Bonus)); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} else |
|
|
|
|
|
|
|
Logger.error("Error: missing bonuses"); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
defense = (defense < 1) ? 1 : defense; |
|
|
|
|
|
|
|
this.defenseRating = (short) (defense + 0.5f); |
|
|
|
|
|
|
|
} catch (Exception e) { |
|
|
|
|
|
|
|
Logger.info("Mobbase ID " + this.getMobBaseID() + " returned an error. Setting to Default Defense." + e.getMessage()); |
|
|
|
|
|
|
|
this.defenseRating = (short) this.mobBase.getDefenseRating(); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
// calculate defense for equipment
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private float getWeaponDefense(ConcurrentHashMap<Enum.EquipSlotType, Item> equipped) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Item weapon = equipped.get(EquipSlotType.RHELD); |
|
|
|
|
|
|
|
ItemBase wb = null; |
|
|
|
|
|
|
|
CharacterSkill skill, mastery; |
|
|
|
|
|
|
|
float val = 0; |
|
|
|
|
|
|
|
boolean unarmed = false; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (weapon == null) { |
|
|
|
|
|
|
|
weapon = equipped.get(EquipSlotType.LHELD); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (weapon == null) |
|
|
|
|
|
|
|
unarmed = true; |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
wb = weapon.getItemBase(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} else |
|
|
|
|
|
|
|
wb = weapon.getItemBase(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (wb == null) |
|
|
|
|
|
|
|
unarmed = true; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (unarmed) { |
|
|
|
|
|
|
|
skill = null; |
|
|
|
|
|
|
|
mastery = null; |
|
|
|
|
|
|
|
} else { |
|
|
|
|
|
|
|
skill = this.skills.get(weapon.template.item_skill_used); |
|
|
|
|
|
|
|
mastery = this.skills.get(wb.getMastery()); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (skill != null) |
|
|
|
|
|
|
|
val += (int) skill.getModifiedAmount() / 2f; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (mastery != null) |
|
|
|
|
|
|
|
val += (int) mastery.getModifiedAmount() / 2f; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return val; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private float getShieldDefense(Item shield) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (shield == null) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ItemBase ab = shield.getItemBase(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (!ItemTemplate.isShield(shield.template)) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CharacterSkill blockSkill = this.skills.get("Block"); |
|
|
|
|
|
|
|
float skillMod; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (blockSkill == null) { |
|
|
|
|
|
|
|
skillMod = CharacterSkill.getQuickMastery(this, "Block"); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (skillMod == 0f) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} else |
|
|
|
|
|
|
|
skillMod = blockSkill.getModifiedAmount(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float def = ab.getDefense(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//apply item defense bonuses
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return (def * (1 + ((int) skillMod / 100f))); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private float getArmorDefense(Item armor) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (armor == null) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ItemBase ib = armor.getItemBase(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (ib == null) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (!armor.template.item_type.equals(ItemType.ARMOR)) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (armor.template.item_skill_used.isEmpty()) |
|
|
|
|
|
|
|
return ib.getDefense(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CharacterSkill armorSkill = this.skills.get(armor.template.item_skill_used); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (armorSkill == null) |
|
|
|
|
|
|
|
return ib.getDefense(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float def = ib.getDefense(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//apply item defense bonuses
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f))); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void calculateAtrDamageForWeapon(Item weapon, boolean mainHand) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int baseStrength = 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float skillPercentage, masteryPercentage; |
|
|
|
|
|
|
|
float mastDam; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// make sure weapon exists
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
boolean noWeapon = false; |
|
|
|
|
|
|
|
ItemBase wb = null; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (weapon == null) |
|
|
|
|
|
|
|
noWeapon = true; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ItemBase ib = weapon.getItemBase(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (ib == null) |
|
|
|
|
|
|
|
noWeapon = true; |
|
|
|
|
|
|
|
else if (weapon.template.item_type.equals(ItemType.WEAPON) == false) { |
|
|
|
|
|
|
|
defaultAtrAndDamage(mainHand); |
|
|
|
|
|
|
|
return; |
|
|
|
|
|
|
|
} else |
|
|
|
|
|
|
|
wb = ib; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float min, max; |
|
|
|
|
|
|
|
float speed; |
|
|
|
|
|
|
|
boolean strBased = false; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// get skill percentages and min and max damage for weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (noWeapon) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (mainHand) |
|
|
|
|
|
|
|
this.rangeHandOne = this.mobBase.getAttackRange(); |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
this.rangeHandTwo = -1; // set to do not attack
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
skillPercentage = getModifiedAmount(this.skills.get("Unarmed Combat")); |
|
|
|
|
|
|
|
masteryPercentage = getModifiedAmount(this.skills.get("Unarmed Combat Mastery")); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (masteryPercentage == 0f) |
|
|
|
|
|
|
|
mastDam = CharacterSkill.getQuickMastery(this, "Unarmed Combat Mastery"); |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
mastDam = masteryPercentage; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// TODO Correct these
|
|
|
|
|
|
|
|
min = this.mobBase.getDamageMin(); |
|
|
|
|
|
|
|
max = this.mobBase.getDamageMax(); |
|
|
|
|
|
|
|
} else { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (mainHand) |
|
|
|
|
|
|
|
this.rangeHandOne = weapon.getItemBase().getRange() * (1 + (baseStrength / 600.0f)); |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (baseStrength / 600.0f)); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
skillPercentage = getModifiedAmount(this.skills.get(weapon.template.item_skill_used)); |
|
|
|
|
|
|
|
masteryPercentage = getModifiedAmount(this.skills.get(wb.getMastery())); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (masteryPercentage == 0f) |
|
|
|
|
|
|
|
mastDam = 0f; |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
mastDam = masteryPercentage; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
min = wb.getMinDamage(); |
|
|
|
|
|
|
|
max = wb.getMaxDamage(); |
|
|
|
|
|
|
|
strBased = wb.isStrBased(); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// calculate atr
|
|
|
|
|
|
|
|
float atr = this.mobBase.getAttackRating(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.statStrCurrent > this.statDexCurrent) |
|
|
|
|
|
|
|
atr += statStrCurrent * .5; |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
atr += statDexCurrent * .5; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// add in any bonuses to atr
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.bonuses != null) { |
|
|
|
|
|
|
|
atr += this.bonuses.getFloat(ModType.OCV, SourceType.NONE); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Finally use any multipliers. DO THIS LAST!
|
|
|
|
|
|
|
|
float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
atr *= pos_Bonus; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//and negative percent modifiers
|
|
|
|
|
|
|
|
//TODO DO DEBUFFS AFTER?? wILL TEst when finished
|
|
|
|
|
|
|
|
float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
atr *= (1 + neg_Bonus); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
atr = (atr < 1) ? 1 : atr; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// set atr
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (mainHand) |
|
|
|
|
|
|
|
this.atrHandOne = (short) (atr + 0.5f); |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
this.atrHandTwo = (short) (atr + 0.5f); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//calculate speed
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (wb != null) |
|
|
|
|
|
|
|
speed = wb.getSpeed(); |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
speed = 20f; //unarmed attack speed
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.bonuses != null && this.bonuses.getFloat(ModType.AttackDelay, SourceType.NONE) != 0f) //add effects speed bonus
|
|
|
|
|
|
|
|
speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE)); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (speed < 10) |
|
|
|
|
|
|
|
speed = 10; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//add min/max damage bonuses for weapon **REMOVED
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//if duel wielding, cut damage by 30%
|
|
|
|
|
|
|
|
// calculate damage
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float minDamage; |
|
|
|
|
|
|
|
float maxDamage; |
|
|
|
|
|
|
|
float pri = (strBased) ? (float) this.statStrCurrent : (float) this.statDexCurrent; |
|
|
|
|
|
|
|
float sec = (strBased) ? (float) this.statDexCurrent : (float) this.statStrCurrent; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
minDamage = (float) (min * ((0.0315f * Math.pow(pri, 0.75f)) + (0.042f * Math.pow(sec, 0.75f)) + (0.01f * ((int) skillPercentage + (int) mastDam)))); |
|
|
|
|
|
|
|
maxDamage = (float) (max * ((0.0785f * Math.pow(pri, 0.75f)) + (0.016f * Math.pow(sec, 0.75f)) + (0.0075f * ((int) skillPercentage + (int) mastDam)))); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
minDamage = (float) ((int) (minDamage + 0.5f)); //round to nearest decimal
|
|
|
|
|
|
|
|
maxDamage = (float) ((int) (maxDamage + 0.5f)); //round to nearest decimal
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//add Base damage last.
|
|
|
|
|
|
|
|
float minDamageMod = this.mobBase.getDamageMin(); |
|
|
|
|
|
|
|
float maxDamageMod = this.mobBase.getDamageMax(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
minDamage += minDamageMod; |
|
|
|
|
|
|
|
maxDamage += maxDamageMod; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// add in any bonuses to damage
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this.bonuses != null) { |
|
|
|
|
|
|
|
// Add any base bonuses
|
|
|
|
|
|
|
|
minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.NONE); |
|
|
|
|
|
|
|
maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Finally use any multipliers. DO THIS LAST!
|
|
|
|
|
|
|
|
minDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE)); |
|
|
|
|
|
|
|
maxDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE)); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// set damages
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (mainHand) { |
|
|
|
|
|
|
|
this.minDamageHandOne = (short) minDamage; |
|
|
|
|
|
|
|
this.maxDamageHandOne = (short) maxDamage; |
|
|
|
|
|
|
|
this.speedHandOne = 30; |
|
|
|
|
|
|
|
} else { |
|
|
|
|
|
|
|
this.minDamageHandTwo = (short) minDamage; |
|
|
|
|
|
|
|
this.maxDamageHandTwo = (short) maxDamage; |
|
|
|
|
|
|
|
this.speedHandTwo = 30; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void defaultAtrAndDamage(boolean mainHand) { |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (mainHand) { |
|
|
|
|
|
|
|
this.atrHandOne = 0; |
|
|
|
|
|
|
|
this.minDamageHandOne = 0; |
|
|
|
|
|
|
|
this.maxDamageHandOne = 0; |
|
|
|
|
|
|
|
this.rangeHandOne = -1; |
|
|
|
|
|
|
|
this.speedHandOne = 20; |
|
|
|
|
|
|
|
} else { |
|
|
|
|
|
|
|
this.atrHandTwo = 0; |
|
|
|
|
|
|
|
this.minDamageHandTwo = 0; |
|
|
|
|
|
|
|
this.maxDamageHandTwo = 0; |
|
|
|
|
|
|
|
this.rangeHandTwo = -1; |
|
|
|
|
|
|
|
this.speedHandTwo = 20; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@Override |
|
|
|
@Override |
|
|
|
public void runAfterLoad() { |
|
|
|
public void runAfterLoad() { |
|
|
|
|
|
|
|
|
|
|
|