Code style changes.
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@ -47,11 +47,11 @@ public class FuncEnchantAccEvas extends AbstractFunction
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// Increases Phys.Accuracy / Mag.Accuracy for gloves
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if (item.getEnchantLevel() == 4)
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{
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value += (0.2 * blessedBonus);
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value += 0.2 * blessedBonus;
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}
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else
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{
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value += (0.2 * blessedBonus * ((item.getEnchantLevel() * 2) - 9));
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value += 0.2 * blessedBonus * ((item.getEnchantLevel() * 2) - 9);
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}
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}
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return initVal;
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@ -46,11 +46,11 @@ public class FuncEnchantMAtk extends AbstractFunction
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// Increases Mag. Atk for chest
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if (item.getEnchantLevel() == 4)
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{
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value += (1.4 * blessedBonus);
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value += 1.4 * blessedBonus;
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}
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else
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{
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value += (1.4 * blessedBonus * ((item.getEnchantLevel() * 2) - 9));
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value += 1.4 * blessedBonus * ((item.getEnchantLevel() * 2) - 9);
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}
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}
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return initVal;
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@ -46,11 +46,11 @@ public class FuncEnchantPAtk extends AbstractFunction
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// Increases Phys.Atk for chest
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if (item.getEnchantLevel() == 4)
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{
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value += (2 * blessedBonus);
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value += 2 * blessedBonus;
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}
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else
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{
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value += (2 * blessedBonus * ((item.getEnchantLevel() * 2) - 9));
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value += 2 * blessedBonus * ((item.getEnchantLevel() * 2) - 9);
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}
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}
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return initVal;
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@ -46,11 +46,11 @@ public class FuncEnchantPMCritRate extends AbstractFunction
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// Increases P. Critical Rate / magic damage for legs
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if (item.getEnchantLevel() == 4)
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{
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value += (0.34 * blessedBonus);
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value += 0.34 * blessedBonus;
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}
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else
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{
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value += (0.34 * blessedBonus * ((item.getEnchantLevel() * 2) - 9));
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value += 0.34 * blessedBonus * ((item.getEnchantLevel() * 2) - 9);
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}
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}
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return initVal;
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@ -46,11 +46,11 @@ public abstract class FuncEnchantRunSpd extends AbstractFunction
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// Increases speed for feets
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if (item.getEnchantLevel() == 4)
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{
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value += (0.6 * blessedBonus);
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value += 0.6 * blessedBonus;
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}
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else
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{
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value += (0.6 * blessedBonus * ((item.getEnchantLevel() * 2) - 9));
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value += 0.6 * blessedBonus * ((item.getEnchantLevel() * 2) - 9);
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}
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}
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return initVal;
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@ -43,15 +43,10 @@ public class FuncMatkEvasion extends AbstractFunction
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{
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final int level = effector.getLevel();
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double value = initVal;
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if (effector.isPlayer())
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// [Square(WIT)] * 3 + lvl;
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value += (Math.sqrt(effector.getWIT()) * 3) + (level * 2);
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if (!effector.isPlayer())
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{
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// [Square(WIT)] * 3 + lvl;
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value += (Math.sqrt(effector.getWIT()) * 3) + (level * 2);
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}
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else
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{
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// [Square(DEX)] * 6 + lvl;
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value += (Math.sqrt(effector.getWIT()) * 3) + (level * 2);
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if (level > 69)
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{
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value += (level - 69) + 2;
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