public void UpdateAsda2Spirit() { Asda2Spirit = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Spirit], IntMods[(int)StatModifierInt.Spirit] + Asda2BaseSpirit); UpdateAsda2MagicDefence(); UpdateMaxPower(); this.UpdatePowerRegen(); }
public void UpdateAsda2Strength() { Asda2Strength = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Strength], IntMods[(int)StatModifierInt.Strength] + Asda2BaseStrength); this.UpdateMainDamage(); UpdateCritDamageBonus(); UpdateMaxHealth(); }
//todo asda2 complete refenrece stat updates public void UpdateAsda2Luck() { Asda2Luck = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Luck], IntMods[(int)StatModifierInt.Luck] + Asda2BaseLuck); this.UpdateCritChance(); UpdateAsda2DropChance(); UpdateAsda2GoldAmount(); UpdateCritDamageBonus(); }
public void UpdateAsda2Agility() { Asda2Agility = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Agility], IntMods[(int)StatModifierInt.Agility] + Asda2BaseAgility); this.UpdateCritChance(); this.UpdateAllAttackTimes(); this.UpdateDodgeChance(); UpdateSpeedFactor(); UpdateAsda2Defence(); UpdateCritDamageBonus(); this.UpdateMainDamage(); }
protected internal virtual void UpdateMaxHealth() { /*var stamina = Stamina; * var uncontributed = StaminaWithoutHealthContribution; * var stamBonus = Math.Max(stamina, uncontributed) + (Math.Max(0, stamina - uncontributed) * HealthPerStamina); * * var value = BaseHealth + stamBonus + MaxHealthModFlat; * value += (int)(value * MaxHealthModScalar + 0.5f);*/ MaxHealth = (int)UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Health], IntMods[(int)StatModifierInt.Health] + BaseHealth + CharacterFormulas.CalculateHealthBonus(Level, Asda2Strength, Asda2Stamina, Class)); this.UpdateHealthRegen(); }
public void UpdateSpeedFactor() { var bns = CharacterFormulas.CalcSpeedBonus(Level, Class, Asda2Agility); if (bns > 1) { bns = 1; } SpeedFactor = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Speed] + bns, DefaultSpeedFactor); var chr = this as Character; if (chr != null) { GlobalHandler.SendSpeedChangedResponse(chr.Client); } }
protected override void Apply() { m_aura.Auras.Owner.MountSpeedMod = UnitUpdates.GetMultiMod(val = EffectValue / 100f, m_aura.Auras.Owner.MountSpeedMod); }
protected override void Apply() { this.m_aura.Auras.Owner.SwimSpeedFactor = UnitUpdates.GetMultiMod(this.val = (float)this.EffectValue / 100f, this.m_aura.Auras.Owner.SwimSpeedFactor); }
public void UpdateAsda2Defence() { Asda2Defence = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Asda2Defence], IntMods[(int)StatModifierInt.Asda2Defence] + CharacterFormulas.ClaculateDefenceBonus(Level, Class, Asda2Agility)); }
protected override void Remove(bool cancelled) { this.m_aura.Auras.Owner.MountSpeedMod = UnitUpdates.GetMultiMod(-this.val, this.m_aura.Auras.Owner.MountSpeedMod); }
public void UpdateAsda2ExpAmount() { Asda2ExpAmountBoost = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Asda2ExpAmount], 1f); }
public void UpdateAsda2GoldAmount() { Asda2GoldAmountBoost = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Asda2GoldAmount] + CharacterFormulas.CalculateGoldAmountDropBoost(Level, Class, Asda2Luck), 1f); }
public void UpdateAsda2DropChance() { Asda2DropChance = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Asda2DropChance] + CharacterFormulas.CalculateDropChanceBoost(Asda2Luck), 1f); }
public void UpdateAsda2MagicDefence() { Asda2MagicDefence = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Asda2MagicDefence], IntMods[(int)StatModifierInt.Asda2MagicDefence] + CharacterFormulas.CalculateMagicDefencePointsBonus(Level, Class, Asda2Spirit)); }
protected override void Remove(bool cancelled) { m_aura.Auras.Owner.SwimSpeedFactor = UnitUpdates.GetMultiMod(-val, m_aura.Auras.Owner.SwimSpeedFactor); }
protected override void Apply() { m_aura.Auras.Owner.SwimSpeedFactor = UnitUpdates.GetMultiMod(val = EffectValue / 100f, m_aura.Auras.Owner.SwimSpeedFactor); }
public void UpdateAsda2Intellect() { Asda2Intellect = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Intelect], IntMods[(int)StatModifierInt.Intellect] + Asda2BaseIntellect); this.UpdateMainDamage(); UpdateCritDamageBonus(); }
protected override void Apply() { this.m_aura.Auras.Owner.MountSpeedMod = UnitUpdates.GetMultiMod(this.val = (float)this.EffectValue / 100f, this.m_aura.Auras.Owner.MountSpeedMod); }
public void UpdateAsda2Stamina() { Asda2Stamina = UnitUpdates.GetMultiMod(FloatMods[(int)StatModifierFloat.Stamina], IntMods[(int)StatModifierInt.Stamina] + Asda2BaseStamina); UpdateMaxHealth(); }