Updated shots bonus finalizer.
Contributed by CostyKiller.
This commit is contained in:
@@ -41,7 +41,30 @@ public class ShotsBonusFinalizer implements IStatFunction
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final Item weapon = player.getActiveWeaponInstance();
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final Item weapon = player.getActiveWeaponInstance();
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if ((weapon != null) && weapon.isEnchanted())
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if ((weapon != null) && weapon.isEnchanted())
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{
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{
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baseValue += (weapon.getEnchantLevel() * 0.3) / 100;
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switch (weapon.getWeaponItem().getItemGrade())
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{
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case D:
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case C:
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{
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baseValue += (weapon.getEnchantLevel() * 0.4) / 100;
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break;
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}
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case B:
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{
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baseValue += (weapon.getEnchantLevel() * 0.7) / 100;
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break;
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}
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case A:
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{
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baseValue += (weapon.getEnchantLevel() * 1.4) / 100;
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break;
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}
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case S:
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{
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baseValue += (weapon.getEnchantLevel() * 1.6) / 100;
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break;
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}
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}
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}
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}
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if (player.getActiveRubyJewel() != null)
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if (player.getActiveRubyJewel() != null)
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{
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{
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@@ -41,7 +41,30 @@ public class ShotsBonusFinalizer implements IStatFunction
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final Item weapon = player.getActiveWeaponInstance();
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final Item weapon = player.getActiveWeaponInstance();
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if ((weapon != null) && weapon.isEnchanted())
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if ((weapon != null) && weapon.isEnchanted())
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{
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{
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baseValue += (weapon.getEnchantLevel() * 0.3) / 100;
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switch (weapon.getWeaponItem().getItemGrade())
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{
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case D:
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case C:
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{
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baseValue += (weapon.getEnchantLevel() * 0.4) / 100;
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break;
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}
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case B:
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{
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baseValue += (weapon.getEnchantLevel() * 0.7) / 100;
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break;
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}
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case A:
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{
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baseValue += (weapon.getEnchantLevel() * 1.4) / 100;
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break;
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}
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case S:
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{
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baseValue += (weapon.getEnchantLevel() * 1.6) / 100;
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break;
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}
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}
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}
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}
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if (player.getActiveRubyJewel() != null)
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if (player.getActiveRubyJewel() != null)
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{
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{
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@@ -41,7 +41,30 @@ public class ShotsBonusFinalizer implements IStatFunction
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final Item weapon = player.getActiveWeaponInstance();
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final Item weapon = player.getActiveWeaponInstance();
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if ((weapon != null) && weapon.isEnchanted())
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if ((weapon != null) && weapon.isEnchanted())
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{
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{
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baseValue += (weapon.getEnchantLevel() * 0.3) / 100;
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switch (weapon.getWeaponItem().getItemGrade())
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{
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case D:
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case C:
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{
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baseValue += (weapon.getEnchantLevel() * 0.4) / 100;
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break;
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}
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case B:
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{
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baseValue += (weapon.getEnchantLevel() * 0.7) / 100;
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break;
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}
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case A:
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{
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baseValue += (weapon.getEnchantLevel() * 1.4) / 100;
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break;
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}
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case S:
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{
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baseValue += (weapon.getEnchantLevel() * 1.6) / 100;
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break;
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}
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}
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}
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}
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if (player.getActiveRubyJewel() != null)
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if (player.getActiveRubyJewel() != null)
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{
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{
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@@ -41,7 +41,30 @@ public class ShotsBonusFinalizer implements IStatFunction
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final Item weapon = player.getActiveWeaponInstance();
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final Item weapon = player.getActiveWeaponInstance();
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if ((weapon != null) && weapon.isEnchanted())
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if ((weapon != null) && weapon.isEnchanted())
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{
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{
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baseValue += (weapon.getEnchantLevel() * 0.3) / 100;
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switch (weapon.getWeaponItem().getItemGrade())
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{
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case D:
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case C:
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{
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baseValue += (weapon.getEnchantLevel() * 0.4) / 100;
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break;
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}
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case B:
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{
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baseValue += (weapon.getEnchantLevel() * 0.7) / 100;
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break;
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}
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case A:
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{
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baseValue += (weapon.getEnchantLevel() * 1.4) / 100;
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break;
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}
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case S:
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{
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baseValue += (weapon.getEnchantLevel() * 1.6) / 100;
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break;
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}
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}
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}
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}
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if (player.getActiveRubyJewel() != null)
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if (player.getActiveRubyJewel() != null)
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{
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{
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