@Override public float speedFactor(Char owner) { if (sniperSpecial){ switch (augment){ case NONE: default: return 0f; case SPEED: return 1f * RingOfFuror.attackDelayMultiplier(owner); case DAMAGE: return 2f * RingOfFuror.attackDelayMultiplier(owner); } } else { return super.speedFactor(owner); } }
@Override public float speedFactor(Char owner) { if (sniperSpecial){ switch (augment){ case NONE: default: return 0f; case SPEED: return 1f * RingOfFuror.attackDelayMultiplier(owner); case DAMAGE: return 2f * RingOfFuror.attackDelayMultiplier(owner); } } else { return super.speedFactor(owner); } }
public float attackDelay() { if (belongings.weapon != null) { return belongings.weapon.speedFactor( this ); } else { //Normally putting furor speed on unarmed attacks would be unnecessary //But there's going to be that one guy who gets a furor+force ring combo //This is for that one guy, you shall get your fists of fury! return RingOfFuror.attackDelayMultiplier(this); } }
public float attackDelay() { if (belongings.weapon != null) { return belongings.weapon.speedFactor( this ); } else { //Normally putting furor speed on unarmed attacks would be unnecessary //But there's going to be that one guy who gets a furor+force ring combo //This is for that one guy, you shall get your fists of fury! return RingOfFuror.attackDelayMultiplier(this); } }
@Override public float speedFactor( Char owner ) { int encumbrance = 0; if (owner instanceof Hero) { encumbrance = STRReq() - ((Hero)owner).STR(); } float DLY = augment.delayFactor(this.DLY); DLY *= RingOfFuror.attackDelayMultiplier(owner); return (encumbrance > 0 ? (float)(DLY * Math.pow( 1.2, encumbrance )) : DLY); }
@Override public float speedFactor( Char owner ) { int encumbrance = 0; if (owner instanceof Hero) { encumbrance = STRReq() - ((Hero)owner).STR(); } float DLY = augment.delayFactor(this.DLY); DLY *= RingOfFuror.attackDelayMultiplier(owner); return (encumbrance > 0 ? (float)(DLY * Math.pow( 1.2, encumbrance )) : DLY); }