v3.1.0: Fixed metamorphed aggro barrier using old logic

This commit is contained in:
Evan Debenham
2025-04-25 17:46:31 -04:00
committed by Evan Debenham
parent b2dfcb9500
commit 6512c8b8cd

View File

@@ -1392,9 +1392,10 @@ public class Hero extends Char {
if (heroClass != HeroClass.DUELIST
&& hasTalent(Talent.AGGRESSIVE_BARRIER)
&& buff(Talent.AggressiveBarrierCooldown.class) == null
&& (HP / (float)HT) < 0.20f*(1+pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
Buff.affect(this, Barrier.class).setShield(3);
sprite.showStatusWithIcon(CharSprite.POSITIVE, "3", FloatingText.SHIELDING);
&& (HP / (float)HT) <= 0.5f){
int shieldAmt = 1 + 2*pointsInTalent(Talent.AGGRESSIVE_BARRIER);
Buff.affect(this, Barrier.class).setShield(shieldAmt);
sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldAmt), FloatingText.SHIELDING);
Buff.affect(this, Talent.AggressiveBarrierCooldown.class, 50f);
}