public float attackDelay() { KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon; if (wep != null) { return wep.speedFactor(this); } else { return 1f; } }
@Override public int damageRoll() { KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon; int dmg; if (wep != null) { dmg = wep.damageRoll(this); } else { dmg = STR() > 10 ? Random.IntRange(1, STR() - 9) : 1; } return buff(Fury.class) != null ? (int) (dmg * 1.5f) : dmg; }
@Override public int attackSkill(Char target) { int bonus = 0; for (Buff buff : buffs(RingOfAccuracy.Accuracy.class)) { bonus += ((RingOfAccuracy.Accuracy) buff).level; } float accuracy = (bonus == 0) ? 1 : (float) Math.pow(1.4, bonus); if (rangedWeapon != null && Level.distance(pos, target.pos) == 1) { accuracy *= 0.5f; } KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon; if (wep != null) { return (int) (attackSkill * accuracy * wep.acuracyFactor(this)); } else { return (int) (attackSkill * accuracy); } }
@Override public int attackProc(Char enemy, int damage) { KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon; if (wep != null) { wep.proc(this, enemy, damage); switch (subClass) { case GLADIATOR: if (wep instanceof MeleeWeapon) { damage += Buff.affect(this, Combo.class).hit(enemy, damage); } break; case BATTLEMAGE: if (wep instanceof Wand) { Wand wand = (Wand) wep; if (wand.curCharges >= wand.maxCharges) { wand.use(); } else if (damage > 0) { wand.curCharges++; wand.updateQuickslot(); ScrollOfRecharging.charge(this); } damage += wand.curCharges; } case SNIPER: if (rangedWeapon != null) { Buff.prolong(this, SnipersMark.class, attackDelay() * 1.1f).object = enemy.id(); } break; default: } } return damage; }