v3.3.0: fixed no monk energy gain if killing with ability at max energy

This commit is contained in:
Evan Debenham
2025-11-13 14:37:25 -05:00
parent 34ab9d0d00
commit c34e552208

View File

@@ -64,7 +64,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
revivePersists = true;
}
public float energy;
public float energy = 10;
public int cooldown; //currently unused, abilities had cooldowns prior to v2.5
private static final float MAX_COOLDOWN = 5;
@@ -191,7 +191,11 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
}
energyGain *= enGainMulti;
energy = Math.min(energy+energyGain, energyCap());
energy += energyGain;
//if we kill while using an ability, don't apply the cap yet, will be enforced after spending
if (target.buff(MonkAbility.UnarmedAbilityTracker.class) == null){
energy = Math.min(energy, energyCap());
}
if (energy >= 1 && cooldown == 0){
ActionIndicator.setAction(this);
@@ -206,6 +210,7 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
public void abilityUsed( MonkAbility abil ){
energy -= abil.energyCost();
energy = Math.min(energy, energyCap());
if (target instanceof Hero && ((Hero) target).hasTalent(Talent.COMBINED_ENERGY)
&& abil.energyCost() >= 5-((Hero) target).pointsInTalent(Talent.COMBINED_ENERGY)) {