v2.1.0: freezing now properly accounts for resists when applying chill

This commit is contained in:
Evan Debenham
2023-05-03 22:51:08 -04:00
parent e697e72bc1
commit 44f7c1954d

View File

@@ -73,7 +73,11 @@ public class Freezing extends Blob {
} else { } else {
Chill chill = ch.buff(Chill.class); Chill chill = ch.buff(Chill.class);
float turnsToAdd = Dungeon.level.water[cell] ? 5f : 3f; float turnsToAdd = Dungeon.level.water[cell] ? 5f : 3f;
if (chill != null) turnsToAdd = Math.min(turnsToAdd, Chill.DURATION - chill.cooldown()); if (chill != null){
float chillToCap = Chill.DURATION - chill.cooldown();
chillToCap /= ch.resist(Chill.class); //account for resistance to chill
turnsToAdd = Math.min(turnsToAdd, chillToCap);
}
if (turnsToAdd > 0f) { if (turnsToAdd > 0f) {
Buff.affect(ch, Chill.class, turnsToAdd); Buff.affect(ch, Chill.class, turnsToAdd);
} }