//Damage Sources //One Handed Melee //Two Handed Melee //One Handed Range //Two Handed Range //Critical Chance //Physical Damage //Magical Damage //Handling //Accuracy //Range //Guard //Block Chance //Cast Speed //Attack Speed //Knockback //Damage Of Time //Area Of Effect //Stun //Stength Charges //Dexterity Charges //Intellagence Charges //Luck Charges //Enduance Charges //Willpower Charges #endregion // Inventory public void TotalCharacterInit() { Strength = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Dexterity = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Intelligence = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Luck = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Endurance = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Willpower = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Life = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); LifeRegenRate = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); LifeRegenDelay = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); LifeLeech = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Energy = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); EnergyRechangeRate = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); EnergyRechangeDelay = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Movement = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Accuracy = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Evasion = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Magic = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); MagicRegenRate = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); MagicRegenDelay = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); MagicLeech = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Shield = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); ShieldRechargeRate = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); ShieldRechargeDelay = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Armour = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); ArmourRegenRate = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); ArmourRegenDelay = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Radiation = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Insanity = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); Stiffness = new CharacterNumbers(null, null, null, null, 0, 0, 0, 0, 0, 0, 0, null, null, null, null, 0); }
public void TotalCharacterCalculation() { Strength = CharacterCalculations.AttributeStatCalculation(Strength); Dexterity = CharacterCalculations.AttributeStatCalculation(Dexterity); Intelligence = CharacterCalculations.AttributeStatCalculation(Intelligence); Luck = CharacterCalculations.AttributeStatCalculation(Luck); Endurance = CharacterCalculations.AttributeStatCalculation(Endurance); Willpower = CharacterCalculations.AttributeStatCalculation(Willpower); Life = CharacterCalculations.AttributeStatCalculation(Life); }
static public CharacterNumbers AttributeStatCalculation(CharacterNumbers characterNumbers) { characterNumbers.addFromGear = AttributeStatASIDTotalCalculator(characterNumbers.addFromGear, characterNumbers.addFromGearMods); characterNumbers.AddFromTree = AttributeStatASIDTotalCalculator(characterNumbers.AddFromTree, characterNumbers.addFromTreeMods); characterNumbers.addTotal = AttributeStatASIDGrossTotalCalculator(characterNumbers.addTotal, characterNumbers.addFromGear, characterNumbers.AddFromTree); characterNumbers.minusFromGear = AttributeStatASIDTotalCalculator(characterNumbers.minusFromGear, characterNumbers.minusFromGearMods); characterNumbers.minusFromTree = AttributeStatASIDTotalCalculator(characterNumbers.minusFromTree, characterNumbers.minusFromTreeMods); characterNumbers.minusTotal = AttributeStatASIDGrossTotalCalculator(characterNumbers.minusTotal, characterNumbers.minusFromGear, characterNumbers.minusFromTree); characterNumbers.flatTotal = AttributeStatASIDNetTotalCalculator(characterNumbers.addTotal, characterNumbers.minusTotal); characterNumbers.increasedFromGear = AttributeStatASIDTotalCalculator(characterNumbers.increasedFromGear, characterNumbers.increasedFromGearMods); characterNumbers.increasedFromTree = AttributeStatASIDTotalCalculator(characterNumbers.increasedFromTree, characterNumbers.increasedFromTreeMods); characterNumbers.increasedTotal = AttributeStatASIDGrossTotalCalculator(characterNumbers.increasedTotal, characterNumbers.increasedFromGear, characterNumbers.increasedFromTree); characterNumbers.decreasedFromGear = AttributeStatASIDTotalCalculator(characterNumbers.decreasedFromGear, characterNumbers.decreasedFromGearMods); characterNumbers.decreasedFromTree = AttributeStatASIDTotalCalculator(characterNumbers.decreasedFromTree, characterNumbers.decreasedFromTreeMods); characterNumbers.decreasedTotal = AttributeStatASIDGrossTotalCalculator(characterNumbers.decreasedTotal, characterNumbers.decreasedFromGear, characterNumbers.decreasedFromTree); characterNumbers.additivePercentageTotal = AttributeStatASIDNetTotalCalculator(characterNumbers.increasedTotal, characterNumbers.decreasedTotal); characterNumbers.total = AttributeStatTotalCalculator(characterNumbers.flatTotal, characterNumbers.additivePercentageTotal, characterNumbers.moreFromGearMods, characterNumbers.moreFromTreeMods, characterNumbers.lessFromGearMods, characterNumbers.lessFromTreeMods); return(characterNumbers); }