v3.3.1: fixed tomahawk bleed not benefitting from ring of sharpshooting

This commit is contained in:
Evan Debenham
2025-12-08 11:35:30 -05:00
parent b7e94007b8
commit 53b1eb2535

View File

@@ -22,9 +22,11 @@
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
@@ -53,7 +55,7 @@ public class Tomahawk extends MissileWeapon {
}
public float minBleed(){
return minBleed(buffedLvl());
return minBleed(buffedLvl() + RingOfSharpshooting.levelDamageBonus(Dungeon.hero));
}
public float minBleed(int lvl){
@@ -61,7 +63,7 @@ public class Tomahawk extends MissileWeapon {
}
public float maxBleed(){
return maxBleed(buffedLvl());
return maxBleed(buffedLvl() + RingOfSharpshooting.levelDamageBonus(Dungeon.hero));
}
public float maxBleed(int lvl){