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