v2.0.0: grim traps now use the same dmg formula as psi blast
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@@ -69,12 +69,12 @@ public class GrimTrap extends Trap {
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final GrimTrap trap = this;
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int damage;
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//almost kill the player
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if (finalTarget == Dungeon.hero && ((float)finalTarget.HP/finalTarget.HT) >= 0.9f){
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damage = finalTarget.HP-1;
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//kill 'em
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} else {
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damage = finalTarget.HP;
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//instant kill, use a mix of current HP and max HP, just like psi blast (for resistances)
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damage = Math.round(finalTarget.HT/2f + finalTarget.HP/2f);
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//can't do more than 90% HT for the hero specifically
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if (finalTarget == Dungeon.hero){
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damage = (int)Math.min(damage, finalTarget.HT*0.9f);
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}
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final int finalDmg = damage;
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