v2.1.0: fixed monk focus dodge rarely triggering on magic attacks
This commit is contained in:
@@ -526,6 +526,8 @@ public abstract class Char extends Actor {
|
||||
|
||||
if (defender.buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class) != null && !magic){
|
||||
defStat = INFINITE_EVASION;
|
||||
defender.buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class).detach();
|
||||
Buff.affect(defender, MonkEnergy.MonkAbility.Focus.FocusActivation.class, 0);
|
||||
}
|
||||
|
||||
//if accuracy or evasion are large enough, treat them as infinite.
|
||||
|
||||
@@ -447,6 +447,16 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
|
||||
}
|
||||
}
|
||||
|
||||
//tracks just the activation of focus, needed as magical attacks do not trigger it
|
||||
// but may be dodged normally
|
||||
public static class FocusActivation extends FlavourBuff {
|
||||
|
||||
{
|
||||
actPriority = VFX_PRIO;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static class Dash extends MonkAbility {
|
||||
|
||||
@@ -548,8 +548,8 @@ public class Hero extends Char {
|
||||
return Messages.get(RoundShield.GuardTracker.class, "guarded");
|
||||
}
|
||||
|
||||
if (buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class) != null){
|
||||
buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class).detach();
|
||||
if (buff(MonkEnergy.MonkAbility.Focus.FocusActivation.class) != null){
|
||||
buff(MonkEnergy.MonkAbility.Focus.FocusActivation.class).detach();
|
||||
if (sprite != null && sprite.visible) {
|
||||
Sample.INSTANCE.play(Assets.Sounds.HIT_PARRY, 1, Random.Float(0.96f, 1.05f));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user