private float CalculateFunctionIntensity(BaseFunction usedFunction) { float totalModified = statCalcScript.FunctionIntensityModifications(usedFunction.StrengthModifier, usedFunction.DexterityModifier, usedFunction.IntellectModifier, usedFunction.WeaponModifier); if (totalModified > 0) { return(usedFunction.Intensity * (totalModified * statCalcScript.FunctionIntensityRange())); } else { return(usedFunction.Intensity * statCalcScript.FunctionIntensityRange()); } }