Merge pull request #131 from ristana/master
Frog 5th gen sabers do not reflect vanilla values
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@@ -1501,6 +1501,7 @@ public class armor extends script.base_script
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float fltTempProtection = 0;
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float fltGenericProtection = getSkillStatisticModifier(objPlayer, "expertise_overridable_protection_generic");
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float fltInnateProtectionAll = getSkillStatisticModifier(objPlayer, "expertise_innate_protection_all");
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float fltSpecialProtectionAll = getSkillStatisticModifier(objPlayer, "elemental_resistance");//get entertainer buildabuff stat
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fltGeneralProtection = fltGeneralProtection / fltTotal;
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dictionary dctProtections = new dictionary();
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int intMod;
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@@ -1508,6 +1509,10 @@ public class armor extends script.base_script
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{
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fltSpecialProts[intI] = fltSpecialProts[intI] / fltTotal;
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fltSpecialProts[intI] += fltInnateProtectionAll;
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if ( !(DATATABLE_SPECIAL_PROTECTIONS[intI] == "energy") && !(DATATABLE_SPECIAL_PROTECTIONS[intI] == "kinetic") )//only apply buildabuff stat for elemental armors
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{
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fltSpecialProts[intI] += fltSpecialProtectionAll;
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}
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fltSpecialProts[intI] += getSkillStatisticModifier(objPlayer, "expertise_innate_protection_" + DATATABLE_SPECIAL_PROTECTIONS[intI]);
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fltSpecialProts[intI] += getSkillStatisticModifier(objPlayer, "expertise_armorset_protection_" + armorSetWorn + "_" + DATATABLE_SPECIAL_PROTECTIONS[intI]);
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if ((fltSpecialProts[intI] + fltGeneralProtection) > 0)
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@@ -1538,6 +1543,7 @@ public class armor extends script.base_script
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int generalProtectionValue = 0;
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final float[] fltSpecialProts = new float[armor.DATATABLE_SPECIAL_PROTECTIONS.length];
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float fltInnateProtectionAll = getSkillStatisticModifier(objPlayer, "expertise_innate_protection_all");
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float fltSpecialProtectionAll = getSkillStatisticModifier(objPlayer, "elemental_resistance");//get entertainer buildabuff stat
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trial.bumpSession(objPlayer, "displayDefensiveMods");
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messageTo(objPlayer, "setDisplayOnlyDefensiveMods", trial.getSessionDict(objPlayer, "displayDefensiveMods"), 5, false);
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if (intProtection > 0)
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@@ -1553,6 +1559,10 @@ public class armor extends script.base_script
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{
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armorValue = intProtection;
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fltSpecialProts[intI] += fltInnateProtectionAll;
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if ( !(DATATABLE_SPECIAL_PROTECTIONS[intI] == "energy") && !(DATATABLE_SPECIAL_PROTECTIONS[intI] == "kinetic") )//only apply buildabuff stat for elemental armors
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{
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fltSpecialProts[intI] += fltSpecialProtectionAll;
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}
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fltSpecialProts[intI] += getSkillStatisticModifier(objPlayer, "expertise_innate_protection_" + DATATABLE_SPECIAL_PROTECTIONS[intI]);
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fltSpecialProts[intI] += getSkillStatisticModifier(objPlayer, "expertise_armorset_protection_" + "_" + DATATABLE_SPECIAL_PROTECTIONS[intI]);
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intMod = (int) (fltSpecialProts[intI] + armorValue + 0.5f);
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@@ -1865,7 +1865,8 @@ public class buff_handler extends script.base_script
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addSkillModModifier(self, "buildabuff_" + effect, effect, (int) buffValue, duration, false, true);
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if ((effect.startsWith("constitution")) || (effect.startsWith("stamina"))) {
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messageTo(self, "recalcPools", null, 0.25f, false);
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} else if (effect.startsWith("expertise_innate_protection_")) {
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} else if (effect.startsWith("expertise_innate_protection_") || effect.equals("elemental_resistance")) //ensure recalc for new elemental_resistance Modifier
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{
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messageTo(self, "recalcArmor", null, 0.25f, false);
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}
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break;
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@@ -10512,9 +10512,9 @@ public class terminal_character_builder extends script.base_script
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};
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float[] weaponAttackSpeed =
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{
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0.8f,
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0.8f,
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0.8f
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1.0f,
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1.0f,
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1.0f
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};
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float weaponWoundChance = 1.0f;
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float weaponForceCost = 0.0f;
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