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Nov 26th, 2014
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  1. int chivalry = (int)attacker.Skills[SkillName.Chivalry].Value;
  2.  
  3. int phys, fire, cold, pois, nrgy, chaos, direct;
  4.  
  5. GetDamageTypes(attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
  6.  
  7. if (Core.ML && this is BaseRanged)
  8. {
  9. BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;
  10.  
  11. if (quiver != null)
  12. quiver.AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
  13. }
  14. if (m_Consecrated)
  15. {
  16. phys = defender.PhysicalResistance;
  17. fire = defender.FireResistance;
  18. cold = defender.ColdResistance;
  19. pois = defender.PoisonResistance;
  20. nrgy = defender.EnergyResistance;
  21.  
  22. int low = phys, type = 0;
  23.  
  24. // phys = fire = cold = pois = nrgy = chaos = direct = 0;
  25. // Sets all types to 0. Removed for rebalance. DoubleA
  26.  
  27. if (fire < low) { low = fire; type = 1; }
  28. if (cold < low) { low = cold; type = 2; }
  29. if (pois < low) { low = pois; type = 3; }
  30. if (nrgy < low) { low = nrgy; type = 4; }
  31.  
  32. if (type == 0) phys += 0;
  33. else if (type == 1) fire += 0;
  34. else if (type == 2) cold += 0;
  35. else if (type == 3) pois += 0;
  36. else if (type == 4) nrgy += 0;
  37. }
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