v2.1.0: fixed damage resistance not applying to new grim logic
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@@ -749,10 +749,12 @@ public abstract class Char extends Actor {
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float finalChance = buff(Grim.GrimTracker.class).maxChance;
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finalChance *= (float)Math.pow( ((HT - HP) / (float)HT), 2);
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finalChance = 1;
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if (Random.Float() < finalChance) {
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dmg += HP;
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HP = 0;
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int extraDmg = Math.round(HP*resist(Grim.class));
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dmg += extraDmg;
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HP -= extraDmg;
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sprite.emitter().burst( ShadowParticle.UP, 5 );
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if (!isAlive() && buff(Grim.GrimTracker.class).qualifiesForBadge){
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