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- A.basedamage = A.basedamage * ((math.round((1.09 * (100 + (3 * _root.player.intLevel))) / 100) * 85) / 75)
- A.randdamage = A.randdamage * ((math.round((1.09 * (100 + (3 * _root.player.intLevel))) / 100) * 85) / 75)
- A.statpercent = A.statpercent * ((math.round((1.09 * (100 + (4.4 * _root.player.intLevel))) / 100) * 85) / 75)
- A.tohitbonus = A.tohitbonus + (math.max(math.round((0.125 * _root.player.intLevel) - 0.5), 0) - 10)
- What I got below:
- Base = ((round((1.09*(100+(3*Plvl))) / 100) * 85) /75)
- Rand = ((round((1.09*(100+(3*Plvl))) / 100) * 85) /75)
- BTH = + (round((0.125*Plvl) -0.5), cannot be less than 0) - 10
- Stats = ((round((1.09*(100+ (4.4*Plvl))) /100) *85) /75)
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