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- int chivalry = (int)attacker.Skills[SkillName.Chivalry].Value;
- int phys, fire, cold, pois, nrgy, chaos, direct;
- GetDamageTypes(attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
- if (Core.ML && this is BaseRanged)
- {
- BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;
- if (quiver != null)
- quiver.AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
- }
- if (m_Consecrated)
- {
- phys = defender.PhysicalResistance;
- fire = defender.FireResistance;
- cold = defender.ColdResistance;
- pois = defender.PoisonResistance;
- nrgy = defender.EnergyResistance;
- int low = phys, type = 0;
- // phys = fire = cold = pois = nrgy = chaos = direct = 0;
- // Sets all types to 0. Removed for rebalance. DoubleA
- if (fire < low) { low = fire; type = 1; }
- if (cold < low) { low = cold; type = 2; }
- if (pois < low) { low = pois; type = 3; }
- if (nrgy < low) { low = nrgy; type = 4; }
- if (type == 0) phys += 0;
- else if (type == 1) fire += 0;
- else if (type == 2) cold += 0;
- else if (type == 3) pois += 0;
- else if (type == 4) nrgy += 0;
- }
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