Searched refs:effect_bonus (Results 1 – 1 of 1) sorted by relevance
91 int effect_bonus = 0; in roll_for_damage() local93 if (effect_bonus == 0) { in roll_for_damage()98 effect_bonus = effect_multiplier.value() * 2 + 3; in roll_for_damage()100 player.c_str(), effect_bonus); in roll_for_damage()103 return fit::ok(damage.value() + effect_bonus); in roll_for_damage()
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