private static void set_stats_for_attacker(PlayerModel attacker) { CombatModel combat = attacker.Combat; SkillsModel skills = attacker.Skills; EquipedModel eqp = attacker.Equiped; string value = combat.CurretOptions.CombatType; switch (value) { case "Slash": case "Stab": case "Crush": combat.eq_piercing_bonus = eqp.getTotalSlashAtk(); combat.eq_piercing_bonus = eqp.getTotalStabAtk(); combat.eq_piercing_bonus = eqp.getTotalCrushAtk(); combat.eq_dmage_bonus = eqp.getTotalMeleStr(); combat.prayer_piercing_bonus = 1; combat.prayer_dmage_bonus = 1; combat.dmage_lvl = skills.Str_lvl; combat.piercing_lvl = skills.Atk_lvl; break; case "Magic": combat.eq_piercing_bonus = eqp.getTotalMagicAtk(); combat.eq_dmage_bonus = eqp.getTotalMagicStr(); combat.prayer_piercing_bonus = 1; combat.prayer_dmage_bonus = 1; combat.dmage_lvl = skills.Magic_lvl; combat.piercing_lvl = skills.Magic_lvl; break; case "Ranged": combat.eq_piercing_bonus = eqp.getTotalRangedAtk(); combat.eq_dmage_bonus = eqp.getTotalRangedStr(); combat.prayer_piercing_bonus = 1; combat.prayer_dmage_bonus = 1; combat.dmage_lvl = skills.Ranged_lvl; combat.piercing_lvl = skills.Ranged_lvl; break; default: break; } }