v2.1.0: freezing now properly accounts for resists when applying chill
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@@ -73,7 +73,11 @@ public class Freezing extends Blob {
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} else {
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} else {
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Chill chill = ch.buff(Chill.class);
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Chill chill = ch.buff(Chill.class);
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float turnsToAdd = Dungeon.level.water[cell] ? 5f : 3f;
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float turnsToAdd = Dungeon.level.water[cell] ? 5f : 3f;
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if (chill != null) turnsToAdd = Math.min(turnsToAdd, Chill.DURATION - chill.cooldown());
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if (chill != null){
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float chillToCap = Chill.DURATION - chill.cooldown();
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chillToCap /= ch.resist(Chill.class); //account for resistance to chill
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turnsToAdd = Math.min(turnsToAdd, chillToCap);
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}
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if (turnsToAdd > 0f) {
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if (turnsToAdd > 0f) {
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Buff.affect(ch, Chill.class, turnsToAdd);
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Buff.affect(ch, Chill.class, turnsToAdd);
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}
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}
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