public void ApplyGain()
{
int expr;
if (mEvolutionPoints < 101) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
{
mEvolutionPoints++;
this.Name = "Evo Arms (" + mEvolutionPoints.ToString() + ")";
if ((mEvolutionPoints / 1) > 0)
{
expr = mEvolutionPoints / 20;
this.Attributes.AttackChance = expr;
this.Attributes.WeaponSpeed = expr;
this.Attributes.BonusHits = expr;
this.Attributes.BonusMana = expr;
this.Attributes.BonusStam = expr;
}
if ((mEvolutionPoints / 2) > 0)
{
expr = mEvolutionPoints / 2;
this.Attributes.WeaponDamage = expr;
this.Attributes.Luck = expr;
this.Attributes.SpellDamage = expr;
}
if ((25 + (mEvolutionPoints / 2)) > 0) this.Attributes.WeaponSpeed = (25 + (mEvolutionPoints / 2));
if ((mEvolutionPoints / 20) > 0)
{
expr = mEvolutionPoints / 20;
this.Attributes.DefendChance = expr;
this.Attributes.ReflectPhysical = expr;
this.Attributes.BonusStr = expr;
this.Attributes.BonusDex = expr;
this.Attributes.BonusInt = expr;
}
InvalidateProperties();
}
}