public void FullUpdateStats() { //Add proc effects from Auras, Buffs, Debuffs and Talents ResetStats(); var player = this as PlayerCharacter; if (player != null) { player.ApplyEquipmentStats(); ScaleStats(); } else { ScaleStats(); } if (player != null) { player.ApplyTalents(); } ApplyAuras(); ApplyBuffDebuffs(); ApplyStatusEffects(); DetermineState(); _damageDealable = CombatCalcEvaluator.EvaluateDamageDealt(this); RPG.Events.OnUpdatedPlayerStats(new RPGEvents.UpdatedPlayerStatsArgs()); }
public void InitStatsFromNewSave() { //Add proc effects from Auras, Buffs, Debuffs and Talents ResetStats(); ApplyEquipmentStats(); ScaleStats(); //todo: allow this //ScaleStatsCC(); ApplyTalents(); ApplyAuras(); ApplyBuffDebuffs(); ApplyStatusEffects(); DetermineState(); _damageDealable = CombatCalcEvaluator.EvaluateDamageDealt(this); }