From 870111c2a9dc92e9c8ed36b2c3407c67f9bb45dc Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 17 Jan 2023 14:01:53 -0500 Subject: [PATCH] v2.0.0: grim traps now use the same dmg formula as psi blast --- .../shatteredpixeldungeon/levels/traps/GrimTrap.java | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/GrimTrap.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/GrimTrap.java index 7c65d7cc4..e1360725b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/GrimTrap.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/GrimTrap.java @@ -69,12 +69,12 @@ public class GrimTrap extends Trap { final GrimTrap trap = this; int damage; - //almost kill the player - if (finalTarget == Dungeon.hero && ((float)finalTarget.HP/finalTarget.HT) >= 0.9f){ - damage = finalTarget.HP-1; - //kill 'em - } else { - damage = finalTarget.HP; + //instant kill, use a mix of current HP and max HP, just like psi blast (for resistances) + damage = Math.round(finalTarget.HT/2f + finalTarget.HP/2f); + + //can't do more than 90% HT for the hero specifically + if (finalTarget == Dungeon.hero){ + damage = (int)Math.min(damage, finalTarget.HT*0.9f); } final int finalDmg = damage;