Stat rolls

maxHp = (e*10) + 60; runPower = 0.75+0.05*a; //stat adjustments healAura=charisma-5; if sprite_index == VaultBoyPistolS{ wpnSpread = 13 - (perception*0.75-2); ammoMax = round(7 + (agility/2)); ammoCount=ammoMax; reloadTime = 13-intelligence; newAmmoTime = 34 - (perception -5)*.75; dmgModifer = luck/5-5; } else if sprite_index == VaultBoyRifleS{ wpnSpread = 10 - (perception-3); ammoMax = round(3 + (agility/2)); ammoCount=ammoMax; reloadTime = 25-intelligence; newAmmoTime = 17 - (perception -5)*.75; dmgModifer = luck/5-5; } else if sprite_index == VaultBoyShotgunS{ wpnSpread = 10 - (perception-3.4); ammoMax = round(4 + (agility/2)); ammoCount=ammoMax; reloadTime = 27-intelligence; newAmmoTime = 17 - (perception -5)*.75; dmgModifer = (luck/5-5)/2; } else if sprite_index == VaultBoyPlasmaS{ wpnSpread = 9 - (perception-4); ammoMax = round(5 + (agility/2)); ammoCount=ammoMax; reloadTime = 28-intelligence; newAmmoTime = 35 - (perception -5)*.75; dmgModifer = luck-5; } else if sprite_index == VaultBoyGaussS{ wpnSpread = 6 - (perception*1.2-7); ammoMax = round(3 + (agility/2)); ammoCount=ammoMax; reloadTime = 31-intelligence; newAmmoTime = 36 - (perception -5)*.75; dmgModifer = -6 + luck*1.2; } alarm[2]=30;