Adjustments for IStatFunction calculations.
This commit is contained in:
@@ -147,7 +147,11 @@ public interface IStatFunction
|
||||
}
|
||||
}
|
||||
|
||||
if ((stat == Stat.MAGICAL_DEFENCE) || (stat == Stat.PHYSICAL_DEFENCE))
|
||||
if (stat == Stat.MAGICAL_DEFENCE)
|
||||
{
|
||||
value += calcEnchantmDefBonus(equippedItem, blessedBonus, enchant);
|
||||
}
|
||||
else if (stat == Stat.PHYSICAL_DEFENCE)
|
||||
{
|
||||
value += calcEnchantDefBonus(equippedItem, blessedBonus, enchant);
|
||||
}
|
||||
@@ -169,6 +173,21 @@ public interface IStatFunction
|
||||
* @param enchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantmDefBonus(ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case A:
|
||||
{
|
||||
return ((3 * enchant) + (4 * Math.max(0, enchant - 3)));
|
||||
}
|
||||
default:
|
||||
{
|
||||
return enchant + (3 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static double calcEnchantDefBonus(ItemInstance item, double blessedBonus, int enchant)
|
||||
{
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
@@ -177,6 +196,10 @@ public interface IStatFunction
|
||||
{
|
||||
return ((2 * blessedBonus * enchant) + (6 * blessedBonus * Math.max(0, enchant - 3)));
|
||||
}
|
||||
case A:
|
||||
{
|
||||
return ((4 * enchant) + (5 * Math.max(0, enchant - 3)));
|
||||
}
|
||||
default:
|
||||
{
|
||||
return enchant + (3 * Math.max(0, enchant - 3));
|
||||
@@ -205,18 +228,24 @@ public interface IStatFunction
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case A:
|
||||
{
|
||||
// M. Atk. increases by 6 for all A weapons.
|
||||
// Starting at +4, M. Atk. bonus triple.
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
{
|
||||
// M. Atk. increases by 3 for all weapons.
|
||||
// M. Atk. increases by 3 for all B,C,D weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
return (3 * enchant) + (3 * Math.max(0, enchant - 3));
|
||||
}
|
||||
default:
|
||||
{
|
||||
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
return (2 * enchant) + (2 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -267,36 +296,37 @@ public interface IStatFunction
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// P. Atk. increases by 8 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (8 * enchant) + (16 * Math.max(0, enchant - 3));
|
||||
// P. Atk. increases by 16 for A bows.
|
||||
// Starting at +4, P. Atk. bonus triple.
|
||||
return (16 * enchant) + (32 * Math.max(0, enchant - 3));
|
||||
}
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (5 * enchant) + (10 * Math.max(0, enchant - 3));
|
||||
// P. Atk. increases by 12 for two-handed swords, two-handed blunts, dualswords, and two-handed combat A weapons.
|
||||
// Starting at +4, P. Atk. bonus triple.
|
||||
return (12 * enchant) + (24 * Math.max(0, enchant - 3));
|
||||
}
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
// P. Atk. increases by 10 for one-handed swords, one-handed blunts, daggers, spears, and other A weapons.
|
||||
// Starting at +4, P. Atk. bonus triple.
|
||||
return (10 * enchant) + (20 * Math.max(0, enchant - 3));
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
{
|
||||
if ((item.getWeaponItem().getBodyPart() == Item.SLOT_LR_HAND) && (item.getWeaponItem().getItemType() != WeaponType.POLE))
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// P. Atk. increases by 8 for B,C,D bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (6 * enchant) + (12 * Math.max(0, enchant - 3));
|
||||
return (8 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
}
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat B,C,D weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
return (5 * enchant) + (5 * Math.max(0, enchant - 3));
|
||||
}
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other B,C,D weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (3 * enchant) + (6 * Math.max(0, enchant - 3));
|
||||
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
default:
|
||||
{
|
||||
@@ -304,11 +334,11 @@ public interface IStatFunction
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (4 * enchant) + (8 * Math.max(0, enchant - 3));
|
||||
return (4 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
}
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
return (2 * enchant) + (4 * Math.max(0, enchant - 3));
|
||||
return (2 * enchant) + (2 * Math.max(0, enchant - 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user