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@ -125,7 +125,7 @@ public class Resists { |
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} |
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} |
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//Handle Fortitudes
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//Handle Fortitudes
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private static float handleFortitude(AbstractCharacter target, DamageType type, float damage) { |
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public static float handleFortitude(AbstractCharacter target, DamageType type, float damage) { |
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if (target == null || !(target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter))) |
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if (target == null || !(target.getObjectType().equals(Enum.GameObjectType.PlayerCharacter))) |
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return damage; |
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return damage; |
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PlayerBonuses bonus = target.getBonuses(); |
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PlayerBonuses bonus = target.getBonuses(); |
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@ -456,10 +456,11 @@ public class Resists { |
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//handle fortitudes
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//handle fortitudes
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//damage = handleFortitude(target, type, damage);
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//damage = handleFortitude(target, type, damage);
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//calculate armor piercing
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//calculate armor piercing
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float ap = source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None); |
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//float ap = 0;
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float damageAfterResists = damage; |
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//if(type.equals(DamageType.Pierce) || type.equals(DamageType.Crush) || type.equals(DamageType.Slash))
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if(type.equals(DamageType.Pierce) || type.equals(DamageType.Crush) || type.equals(DamageType.Slash)) |
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//source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
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damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f) + ap); |
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) * 0.01f)); |
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//check to see if any damage absorbers should cancel
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//check to see if any damage absorbers should cancel
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if (target != null) { |
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if (target != null) { |
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//debug damage shields if any found
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//debug damage shields if any found
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@ -479,7 +480,7 @@ public class Resists { |
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} |
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} |
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target.cancelOnTakeDamage(type, (damageAfterResists)); |
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target.cancelOnTakeDamage(type, (damageAfterResists)); |
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} |
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} |
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damageAfterResists = handleFortitude(target, type, damageAfterResists); |
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//damageAfterResists = handleFortitude(target, type, damageAfterResists);
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return damageAfterResists; |
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return damageAfterResists; |
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} |
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} |
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