v3.3.1: fixed tomahawk bleed not benefitting from ring of sharpshooting
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@@ -22,9 +22,11 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.utils.Random;
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@@ -53,7 +55,7 @@ public class Tomahawk extends MissileWeapon {
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}
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public float minBleed(){
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return minBleed(buffedLvl());
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return minBleed(buffedLvl() + RingOfSharpshooting.levelDamageBonus(Dungeon.hero));
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}
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public float minBleed(int lvl){
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@@ -61,7 +63,7 @@ public class Tomahawk extends MissileWeapon {
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}
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public float maxBleed(){
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return maxBleed(buffedLvl());
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return maxBleed(buffedLvl() + RingOfSharpshooting.levelDamageBonus(Dungeon.hero));
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}
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public float maxBleed(int lvl){
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