public override float RecalculateAttackSpeed(float baseValue, CharacterBody character)
        {
            float BaseAttackSpeed = character.baseAttackSpeed + character.levelAttackSpeed * (character.level - 1);

            //Item efect
            float AttackSpeedBonus = 1f;

            if (character.inventory)
            {
                if (character.inventory.currentEquipmentIndex == EquipmentIndex.AffixYellow)
                {
                    AttackSpeedBonus += 0.5f;
                }
            }

            //Buffs
            float AttackSpeedMult = AttackSpeedBonus + character.GetFieldValue <int[]>("buffs")[2] * 0.12f;

            if (character.HasBuff(BuffIndex.Warbanner))
            {
                AttackSpeedMult += 0.3f;
            }
            if (character.HasBuff(BuffIndex.EnrageAncientWisp))
            {
                AttackSpeedMult += 2f;
            }
            if (character.HasBuff(BuffIndex.WarCryBuff))
            {
                AttackSpeedMult += 1f;
            }


            BaseAttackSpeed += ModItemManager.GetBonusForStat(character, StatIndex.AttackSpeed);
            AttackSpeedMult += ModItemManager.GetMultiplierForStat(character, StatIndex.AttackSpeed);
            float AttackSpeed = BaseAttackSpeed * AttackSpeedMult;

            //Debuff
            AttackSpeed *= 1 - (0.05f * character.GetBuffCount(BuffIndex.BeetleJuice));

            return(AttackSpeed);
        }
        public override float RecalculateShield(float baseValue, CharacterBody character)
        {
            float MaxShield = character.baseMaxShield + character.levelMaxShield * (character.level - 1);

            if (character.inventory)
            {
                if (character.inventory.GetItemCount(ItemIndex.ShieldOnly) > 0)
                {
                    MaxShield += character.maxHealth * (1.25f + (character.inventory.GetItemCount(ItemIndex.ShieldOnly) - 1) * 0.5f);
                    character.SetPropertyValue("maxHealth", 1);
                }
            }
            //Buff
            if (character.HasBuff(BuffIndex.EngiShield))
            {
                MaxShield += character.maxHealth * 1f;
            }
            if (character.HasBuff(BuffIndex.EngiTeamShield))
            {
                MaxShield += character.maxHealth * 0.5f;
            }


            //NPC Overload Buff
            if (character.GetFieldValue <BuffMask>("buffMask").HasBuff(BuffIndex.AffixBlue))
            {
                character.SetPropertyValue("maxHealth", character.maxHealth * 0.5f);
                MaxShield += character.maxHealth;
            }
            if (character.inventory)
            {
                MaxShield += ModItemManager.GetBonusForStat(character, StatIndex.MaxShield);

                MaxShield *= (1 + ModItemManager.GetMultiplierForStat(character, StatIndex.MaxShield));
            }
            return(MaxShield);
        }
Exemple #3
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        public void Recalulate(On.RoR2.CharacterBody.orig_RecalculateStats orig, CharacterBody character) //Here we go again
        {
            character.SetPropertyValue("experience", (float)TeamManager.instance.GetTeamExperience(character.teamComponent.teamIndex));
            character.SetPropertyValue("level", (float)TeamManager.instance.GetTeamLevel(character.teamComponent.teamIndex));
            int            InfusionCount            = 0;
            int            HealWhileSafeCount       = 0;
            int            PersonalShieldCount      = 0;
            int            HoofCount                = 0;
            int            RedWimpCount             = 0;
            int            FeatherCount             = 0;
            int            SyringeCount             = 0;
            int            GlassesCount             = 0;
            int            AttackSpeedCritCount     = 0;
            int            CoolDownCritCount        = 0;
            int            HealOnCritCount          = 0;
            int            BettleJuiceCount         = 0;
            int            ShieldOnlyCount          = 0;
            int            AlienHeadCount           = 0;
            int            KnurlCount               = 0;
            int            BoostHpCount             = 0;
            int            CritHealCount            = 0;
            int            SodaCount                = 0;
            int            newBonusStockFromBody    = 0;
            int            BucklerCount             = 0;
            int            UtilityMagazineCount     = 0;
            int            HealthDecayCount         = 0;
            int            DrizzlePlayerHelperCount = 0;
            float          GlassCanonPower          = 1f;
            EquipmentIndex equipmentIndex           = EquipmentIndex.None;
            uint           InfusionPower            = 0;

            if ((bool)character.inventory)
            {
                character.SetPropertyValue("level", character.level + (float)character.inventory.GetItemCount(ItemIndex.LevelBonus));
                InfusionCount            = character.inventory.GetItemCount(ItemIndex.Infusion);
                HealWhileSafeCount       = character.inventory.GetItemCount(ItemIndex.HealWhileSafe);
                PersonalShieldCount      = character.inventory.GetItemCount(ItemIndex.PersonalShield);
                HoofCount                = character.inventory.GetItemCount(ItemIndex.Hoof);
                RedWimpCount             = character.inventory.GetItemCount(ItemIndex.SprintOutOfCombat);
                FeatherCount             = character.inventory.GetItemCount(ItemIndex.Feather);
                SyringeCount             = character.inventory.GetItemCount(ItemIndex.Syringe);
                GlassesCount             = character.inventory.GetItemCount(ItemIndex.CritGlasses);
                AttackSpeedCritCount     = character.inventory.GetItemCount(ItemIndex.AttackSpeedOnCrit);
                CoolDownCritCount        = character.inventory.GetItemCount(ItemIndex.CooldownOnCrit);
                HealOnCritCount          = character.inventory.GetItemCount(ItemIndex.HealOnCrit);
                BettleJuiceCount         = character.GetBuffCount(BuffIndex.BeetleJuice);
                ShieldOnlyCount          = character.inventory.GetItemCount(ItemIndex.ShieldOnly);
                AlienHeadCount           = character.inventory.GetItemCount(ItemIndex.AlienHead);
                KnurlCount               = character.inventory.GetItemCount(ItemIndex.Knurl);
                BoostHpCount             = character.inventory.GetItemCount(ItemIndex.BoostHp);
                CritHealCount            = character.inventory.GetItemCount(ItemIndex.CritHeal);
                SodaCount                = character.inventory.GetItemCount(ItemIndex.SprintBonus);
                newBonusStockFromBody    = character.inventory.GetItemCount(ItemIndex.SecondarySkillMagazine);
                BucklerCount             = character.inventory.GetItemCount(ItemIndex.SprintArmor);
                UtilityMagazineCount     = character.inventory.GetItemCount(ItemIndex.UtilitySkillMagazine);
                HealthDecayCount         = character.inventory.GetItemCount(ItemIndex.HealthDecay);
                GlassCanonPower          = character.CalcLunarDaggerPower();
                equipmentIndex           = character.inventory.currentEquipmentIndex;
                InfusionPower            = character.inventory.infusionBonus;
                DrizzlePlayerHelperCount = character.inventory.GetItemCount(ItemIndex.DrizzlePlayerHelper);
            }
            float Level = character.level - 1f;

            character.SetPropertyValue("isElite", character.GetFieldValue <BuffMask>("buffMask").containsEliteBuff);

            float preHealth = character.baseMaxHealth;
            float preShield = character.baseMaxShield;

            //Health
            float MaxHealth        = character.baseMaxHealth;
            float additionalHealth = 0;

            if (character.inventory.GetItemCount(ItemIndex.Infusion) > 0)
            {
                additionalHealth += character.inventory.infusionBonus;
            }
            additionalHealth += character.inventory.GetItemCount(ItemIndex.Knurl) * 40;

            float hpbooster = 1 + character.inventory.GetItemCount(ItemIndex.BoostHp) * 0.1f;

            MaxHealth = Utils.exponentialFormula(MaxHealth, character.levelMaxHealth, HExpo, character.level, 0) * hpbooster / character.CalcLunarDaggerPower();
            character.SetPropertyValue("maxHealth", MaxHealth);


            //regen
            float BaseRegen = (character.baseRegen + character.levelRegen * Level) * 2.5f;

            if (character.outOfDanger && HealWhileSafeCount > 0)
            {
                BaseRegen *= (float)(2.5 + (double)(HealWhileSafeCount - 1) * 1.5);
            }

            float LifeRegen = BaseRegen + (float)KnurlCount * 1.6f;

            if (HealthDecayCount > 0)
            {
                LifeRegen -= character.maxHealth / (float)HealthDecayCount;
            }

            character.SetPropertyValue("regen", LifeRegen);


            //Shield
            float MaxShield = character.baseMaxShield + character.levelMaxShield * (character.level - 1);

            if (character.inventory.GetItemCount(ItemIndex.ShieldOnly) > 0)
            {
                MaxShield += character.maxHealth * (1.5f + (character.inventory.GetItemCount(ItemIndex.ShieldOnly) - 1) * 0.25f);
                character.SetPropertyValue("maxHealth", 1);
            }
            if (character.HasBuff(BuffIndex.EngiShield))
            {
                MaxShield += character.maxHealth * 1f;
            }
            if (character.HasBuff(BuffIndex.EngiTeamShield))
            {
                MaxShield += character.maxHealth * 0.5f;
            }
            MaxShield += character.inventory.GetItemCount(ItemIndex.PersonalShield) * (25 + ShieldBoost * (character.level - 1));
            if (character.GetFieldValue <BuffMask>("buffMask").HasBuff(BuffIndex.AffixBlue))
            {
                character.SetPropertyValue("maxHealth", character.maxHealth * 0.5f);
                MaxShield += character.maxHealth;
            }
            character.SetPropertyValue("maxShield", MaxShield);

            //moveSpeed
            float BaseMoveSpeed = character.baseMoveSpeed + character.levelMoveSpeed * Level;
            float RedWinpBOnus  = 1f;

            if (Run.instance.enabledArtifacts.HasArtifact(ArtifactIndex.Spirit))
            {
                float num33 = 1f;
                if ((bool)character.healthComponent)
                {
                    num33 = character.healthComponent.combinedHealthFraction;
                }
                RedWinpBOnus += 1f - num33;
            }
            if (equipmentIndex == EquipmentIndex.AffixYellow)
            {
                BaseMoveSpeed += 2f;
            }
            if (character.isSprinting)
            {
                BaseMoveSpeed *= character.GetFieldValue <float>("sprintingSpeedMultiplier");
            }
            if (character.outOfCombat && character.outOfDanger && RedWimpCount > 0)
            {
                RedWinpBOnus += (float)RedWimpCount * 0.3f;
            }
            float SpeedBonus = RedWinpBOnus + (float)HoofCount * 0.14f;

            if (character.isSprinting && SodaCount > 0)
            {
                SpeedBonus += (float)(0.100000001490116 + 0.200000002980232 * (double)SodaCount) / character.GetFieldValue <float>("sprintingSpeedMultiplier");
            }
            if (character.HasBuff(BuffIndex.BugWings))
            {
                SpeedBonus += 0.2f;
            }
            if (character.HasBuff(BuffIndex.Warbanner))
            {
                SpeedBonus += 0.3f;
            }
            if (character.HasBuff(BuffIndex.EnrageAncientWisp))
            {
                SpeedBonus += 0.4f;
            }
            if (character.HasBuff(BuffIndex.CloakSpeed))
            {
                SpeedBonus += 0.4f;
            }
            if (character.HasBuff(BuffIndex.TempestSpeed))
            {
                ++SpeedBonus;
            }
            if (character.HasBuff(BuffIndex.WarCryBuff))
            {
                SpeedBonus += 0.5f;
            }
            if (character.HasBuff(BuffIndex.EngiTeamShield))
            {
                SpeedBonus += 0.3f;
            }
            float SpeedMalus = 1f;

            if (character.HasBuff(BuffIndex.Slow50))
            {
                SpeedMalus += 0.5f;
            }
            if (character.HasBuff(BuffIndex.Slow60))
            {
                SpeedMalus += 0.6f;
            }
            if (character.HasBuff(BuffIndex.Slow80))
            {
                SpeedMalus += 0.8f;
            }
            if (character.HasBuff(BuffIndex.ClayGoo))
            {
                SpeedMalus += 0.5f;
            }
            if (character.HasBuff(BuffIndex.Slow30))
            {
                SpeedMalus += 0.3f;
            }
            if (character.HasBuff(BuffIndex.Cripple))
            {
                ++SpeedMalus;
            }
            float MoveSpeed = BaseMoveSpeed * (SpeedBonus / SpeedMalus);

            if (BettleJuiceCount > 0)
            {
                MoveSpeed *= (float)(1.0 - 0.0500000007450581 * (double)BettleJuiceCount);
            }
            character.SetPropertyValue("moveSpeed", MoveSpeed);

            //OtherMovement Bonus
            character.SetPropertyValue("acceleration", character.moveSpeed / character.baseMoveSpeed * character.baseAcceleration);
            character.SetPropertyValue("jumpPower", character.baseJumpPower + character.levelJumpPower * Level);
            character.SetPropertyValue("maxJumpHeight", Trajectory.CalculateApex(character.jumpPower));
            character.SetPropertyValue("maxJumpCount", character.baseJumpCount + FeatherCount);

            //Damage
            float BaseDamage       = character.baseDamage + character.levelDamage * Level;
            float DamageBoost      = 1f;
            int   DamageBoostCount = character.inventory ? character.inventory.GetItemCount(ItemIndex.BoostDamage) : 0;

            if (DamageBoostCount > 0)
            {
                DamageBoost += DamageBoostCount * 0.1f;
            }
            if (BettleJuiceCount > 0)
            {
                DamageBoost -= 0.05f * BettleJuiceCount;
            }
            if (character.HasBuff(BuffIndex.GoldEmpowered))
            {
                ++DamageBoost;
            }
            float DamageMult = DamageBoost + (GlassCanonPower - 1f);

            character.SetPropertyValue("damage", BaseDamage * DamageMult);

            //Attack Speed
            float BaseAttackSpeed  = character.baseAttackSpeed + character.levelAttackSpeed * Level;
            float AttackSpeedBonus = 1f + SyringeCount * 0.15f;

            if (equipmentIndex == EquipmentIndex.AffixYellow)
            {
                AttackSpeedBonus += 0.5f;
            }
            float AttackSpeedMult = AttackSpeedBonus + character.GetFieldValue <int[]>("buffs")[2] * 0.12f;

            if (character.HasBuff(BuffIndex.Warbanner))
            {
                AttackSpeedMult += 0.3f;
            }
            if (character.HasBuff(BuffIndex.EnrageAncientWisp))
            {
                AttackSpeedMult += 2f;
            }
            if (character.HasBuff(BuffIndex.WarCryBuff))
            {
                ++AttackSpeedMult;
            }
            float AttackSpeed = BaseAttackSpeed * AttackSpeedMult;

            if (BettleJuiceCount > 0)
            {
                AttackSpeed *= (float)(1.0 - 0.05 * BettleJuiceCount);
            }
            character.SetPropertyValue("attackSpeed", AttackSpeed);

            //Crit
            float CriticalChance = character.baseCrit + character.levelCrit * Level + GlassesCount * 10f;

            if (AttackSpeedCritCount > 0)
            {
                CriticalChance += 5f;
            }
            if (CoolDownCritCount > 0)
            {
                CriticalChance += 5f;
            }
            if (HealOnCritCount > 0)
            {
                CriticalChance += 5f;
            }
            if (CritHealCount > 0)
            {
                CriticalChance += 5f;
            }
            if (character.HasBuff(BuffIndex.FullCrit))
            {
                CriticalChance += 100f;
            }
            character.SetPropertyValue("crit", CriticalChance);


            //Armor
            character.SetPropertyValue("armor", value: (float)(character.baseArmor + character.levelArmor * (double)Level + (character.HasBuff(BuffIndex.ArmorBoost) ? 200.0 : 0.0)));
            character.SetPropertyValue("armor", character.armor + DrizzlePlayerHelperCount * 70f);
            if (character.HasBuff(BuffIndex.Cripple))
            {
                character.SetPropertyValue("armor", character.armor - 20f);
            }
            if (character.isSprinting && BucklerCount > 0)
            {
                character.SetPropertyValue("armor", character.armor + BucklerCount * 30);
            }



            //CoolDown
            float CoolDownMultiplier = 1f;

            if (character.HasBuff(BuffIndex.GoldEmpowered))
            {
                CoolDownMultiplier *= 0.25f;
            }
            for (int index = 0; index < AlienHeadCount; ++index)
            {
                CoolDownMultiplier *= 0.75f;
            }
            if (character.HasBuff(BuffIndex.NoCooldowns))
            {
                CoolDownMultiplier = 0.0f;
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").primary)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").primary.cooldownScale = CoolDownMultiplier;
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").secondary)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").secondary.cooldownScale = CoolDownMultiplier;
                character.GetFieldValue <SkillLocator>("skillLocator").secondary.SetBonusStockFromBody(newBonusStockFromBody);
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").utility)
            {
                float num33 = CoolDownMultiplier;
                if (UtilityMagazineCount > 0)
                {
                    num33 *= 0.6666667f;
                }
                character.GetFieldValue <SkillLocator>("skillLocator").utility.cooldownScale = num33;
                character.GetFieldValue <SkillLocator>("skillLocator").utility.SetBonusStockFromBody(UtilityMagazineCount * 2);
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").special)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").special.cooldownScale = CoolDownMultiplier;
            }


            //CriticalHeal
            character.SetPropertyValue("critHeal", 0.0f);
            if (CritHealCount > 0)
            {
                float crit = character.crit;
                character.SetPropertyValue("crit", character.crit / (CritHealCount + 1));
                character.SetPropertyValue("critHeal", crit - character.crit);
            }

            //UpdateHealth/Shield Value
            if (NetworkServer.active)
            {
                float HealthOffset = character.maxHealth - preHealth;
                float ShieldOffset = character.maxShield - preShield;
                if (HealthOffset > 0)
                {
                    double num47 = character.healthComponent.Heal(HealthOffset, new ProcChainMask(), false);
                }
                else if (character.healthComponent.health > character.maxHealth)
                {
                    character.healthComponent.Networkhealth = character.maxHealth;
                }
                if (ShieldOffset > 0)
                {
                    character.healthComponent.RechargeShield(ShieldOffset);
                }
            }
            character.SetFieldValue("statsDirty", false);
        }
        static public void ModdedRecalculate(On.RoR2.CharacterBody.orig_RecalculateStats orig, CharacterBody character)
        {
            if (character == null)
            {
                return;
            }

            //ModifyItem(character); //Will ahve to tinker if we leave the modder completly free to update item whenever they want or add a hook for that :shrug:

            character.SetPropertyValue("experience", (float)TeamManager.instance.GetTeamExperience(character.teamComponent.teamIndex));
            float l = TeamManager.instance.GetTeamLevel(character.teamComponent.teamIndex);

            if (character.inventory)
            {
                l += character.inventory.GetItemCount(ItemIndex.LevelBonus);
            }
            character.SetPropertyValue("level", l);
            float Level = character.level - 1f;

            character.SetPropertyValue("isElite", character.GetFieldValue <BuffMask>("buffMask").containsEliteBuff);

            float preHealth = character.maxHealth;
            float preShield = character.maxShield;

            character.SetPropertyValue("maxHealth", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateHealth), character));
            character.SetPropertyValue("maxShield", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateShield), character));

            character.SetPropertyValue("regen", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateRegen), character));

            character.SetPropertyValue("moveSpeed", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateMoveSpeed), character));
            character.SetPropertyValue("acceleration", character.moveSpeed / character.baseMoveSpeed * character.baseAcceleration);

            character.SetPropertyValue("jumpPower", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateJumpPower), character));
            character.SetPropertyValue("maxJumpHeight", Trajectory.CalculateApex(character.jumpPower));
            character.SetPropertyValue("maxJumpCount", (int)StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateJumpCount), character));

            character.SetPropertyValue("damage", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateDamage), character));

            character.SetPropertyValue("attackSpeed", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateAttackSpeed), character));

            character.SetPropertyValue("crit", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateCrit), character));
            character.SetPropertyValue("armor", StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateArmor), character));

            //CoolDown
            float CoolDownMultiplier = StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateGeneralCooldown), character);

            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").primary)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").primary.cooldownScale = StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculatePrimaryCoolDown), character) * CoolDownMultiplier;
                if (character.GetFieldValue <SkillLocator>("skillLocator").primary.baseMaxStock > 1)
                {
                    character.GetFieldValue <SkillLocator>("skillLocator").primary.SetBonusStockFromBody((int)StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculatePrimaryCount), character));
                }
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").secondary)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").secondary.cooldownScale = StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateSecondaryCooldown), character) * CoolDownMultiplier;
                character.GetFieldValue <SkillLocator>("skillLocator").secondary.SetBonusStockFromBody((int)StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateSecondaryCount), character));
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").utility)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").utility.cooldownScale = StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateUtilityCooldown), character) * CoolDownMultiplier;
                character.GetFieldValue <SkillLocator>("skillLocator").utility.SetBonusStockFromBody((int)StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateUtilityCount), character));
            }
            if ((bool)character.GetFieldValue <SkillLocator>("skillLocator").special)
            {
                character.GetFieldValue <SkillLocator>("skillLocator").special.cooldownScale = StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateSpecialCooldown), character) * CoolDownMultiplier;
                if (character.GetFieldValue <SkillLocator>("skillLocator").special.baseMaxStock > 1)
                {
                    character.GetFieldValue <SkillLocator>("skillLocator").special.SetBonusStockFromBody((int)StatHandler(GetMethodInfo(new DefaultRecalculate().RecalculateSpecialCount), character));
                }
            }

            //Since it's not yet used in game, I leave that here for now
            character.SetPropertyValue("critHeal", 0.0f);
            if (character.inventory)
            {
                if (character.inventory.GetItemCount(ItemIndex.CritHeal) > 0)
                {
                    float crit = character.crit;
                    character.SetPropertyValue("crit", character.crit / (character.inventory.GetItemCount(ItemIndex.CritHeal) + 1));
                    character.SetPropertyValue("critHeal", crit - character.crit);
                }
            }


            //Health and Shield update
            if (NetworkServer.active)
            {
                float HealthOffset = character.maxHealth - preHealth;
                float ShieldOffset = character.maxShield - preShield;
                if (HealthOffset > 0)
                {
                    double num47 = character.healthComponent.Heal(HealthOffset, new ProcChainMask(), false);
                }
                else if (character.healthComponent.health > character.maxHealth)
                {
                    character.healthComponent.Networkhealth = character.maxHealth;
                }
                if (ShieldOffset > 0)
                {
                    character.healthComponent.RechargeShield(ShieldOffset);
                }
            }

            character.SetFieldValue("statsDirty", false);
        }
        public override float RecalculateMoveSpeed(float baseValue, CharacterBody character)
        {
            float BaseMoveSpeed = character.baseMoveSpeed + character.levelMoveSpeed * (character.level - 1);

            float SpeedBonus = 1;


            //More weird stuff
            if ((bool)character.inventory)
            {
                if (character.inventory.currentEquipmentIndex == EquipmentIndex.AffixYellow)
                {
                    BaseMoveSpeed += 2;
                }
            }

            if (character.isSprinting)
            {
                BaseMoveSpeed *= character.GetFieldValue <float>("sprintingSpeedMultiplier");
            }


            //SpeedBonus
            if (character.HasBuff(BuffIndex.BugWings))
            {
                SpeedBonus += 0.2f;
            }
            if (character.HasBuff(BuffIndex.Warbanner))
            {
                SpeedBonus += 0.3f;
            }
            if (character.HasBuff(BuffIndex.EnrageAncientWisp))
            {
                SpeedBonus += 0.4f;
            }
            if (character.HasBuff(BuffIndex.CloakSpeed))
            {
                SpeedBonus += 0.4f;
            }
            if (character.HasBuff(BuffIndex.TempestSpeed))
            {
                SpeedBonus += 1;
            }
            if (character.HasBuff(BuffIndex.WarCryBuff))
            {
                SpeedBonus += .5f;
            }
            if (character.HasBuff(BuffIndex.EngiTeamShield))
            {
                SpeedBonus += 0.3f;
            }

            SpeedBonus += ModItemManager.GetMultiplierForStat(character, StatIndex.MoveSpeed);
            if (character.isSprinting)
            {
                SpeedBonus += ModItemManager.GetMultiplierForStat(character, StatIndex.RunningMoveSpeed);
            }
            if (character.outOfCombat && character.outOfDanger)
            {
                SpeedBonus += ModItemManager.GetMultiplierForStat(character, StatIndex.SafeMoveSpeed);
                if (character.isSprinting)
                {
                    SpeedBonus += ModItemManager.GetMultiplierForStat(character, StatIndex.SafeRunningMoveSpeed);
                }
            }

            //Debuff Speed
            float SpeedMalus = 1f;

            if (character.HasBuff(BuffIndex.Slow50))
            {
                SpeedMalus += 0.5f;
            }
            if (character.HasBuff(BuffIndex.Slow60))
            {
                SpeedMalus += 0.6f;
            }
            if (character.HasBuff(BuffIndex.Slow80))
            {
                SpeedMalus += 0.8f;
            }
            if (character.HasBuff(BuffIndex.ClayGoo))
            {
                SpeedMalus += 0.5f;
            }
            if (character.HasBuff(BuffIndex.Slow30))
            {
                SpeedMalus += 0.3f;
            }
            if (character.HasBuff(BuffIndex.Cripple))
            {
                ++SpeedMalus;
            }

            BaseMoveSpeed += ModItemManager.GetBonusForStat(character, StatIndex.MoveSpeed);
            if (character.isSprinting)
            {
                BaseMoveSpeed += ModItemManager.GetBonusForStat(character, StatIndex.RunningMoveSpeed);
            }
            if (character.outOfCombat && character.outOfDanger)
            {
                BaseMoveSpeed += ModItemManager.GetBonusForStat(character, StatIndex.SafeMoveSpeed);
                if (character.isSprinting)
                {
                    BaseMoveSpeed += ModItemManager.GetBonusForStat(character, StatIndex.SafeRunningMoveSpeed);
                }
            }

            float MoveSpeed = BaseMoveSpeed * (SpeedBonus / SpeedMalus);

            if ((bool)character.inventory)
            {
                MoveSpeed *= 1.0f - 0.05f * character.GetBuffCount(BuffIndex.BeetleJuice);
            }

            return(MoveSpeed);
        }