@ -125,7 +125,7 @@ public class Resists {
				@@ -125,7 +125,7 @@ public class Resists {
					 
			
		
	
		
			
				
					    }   
			
		
	
		
			
				
					
 
			
		
	
		
			
				
					    //Handle Fortitudes
   
			
		
	
		
			
				
					    private   static  float  handleFortitude ( AbstractCharacter  target ,  DamageType  type ,  float  damage )  {   
			
		
	
		
			
				
					    public   static  float  handleFortitude ( AbstractCharacter  target ,  DamageType  type ,  float  damage )  {   
			
		
	
		
			
				
					        if  ( target  = =  null  | |  ! ( target . getObjectType ( ) . equals ( Enum . GameObjectType . PlayerCharacter ) ) )   
			
		
	
		
			
				
					            return  damage ;   
			
		
	
		
			
				
					        PlayerBonuses  bonus  =  target . getBonuses ( ) ;   
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -456,10 +456,11 @@ public class Resists {
				@@ -456,10 +456,11 @@ public class Resists {
					 
			
		
	
		
			
				
					        //handle fortitudes
   
			
		
	
		
			
				
					        //damage = handleFortitude(target, type, damage);
   
			
		
	
		
			
				
					        //calculate armor piercing
   
			
		
	
		
			
				
					        float  ap  =  source . getBonuses ( ) . getFloatPercentAll ( ModType . ArmorPiercing ,  SourceType . None ) ;   
			
		
	
		
			
				
					        float  damageAfterResists  =  damage ;   
			
		
	
		
			
				
					        if ( type . equals ( DamageType . Pierce )  | |  type . equals ( DamageType . Crush )  | |  type . equals ( DamageType . Slash ) )   
			
		
	
		
			
				
					            damageAfterResists  =  damage  *  ( 1  -  ( this . getResist ( type ,  trains )  *  0 . 01f )  +  ap ) ;   
			
		
	
		
			
				
					        //float ap = 0;
   
			
		
	
		
			
				
					        //if(type.equals(DamageType.Pierce) || type.equals(DamageType.Crush) || type.equals(DamageType.Slash))
   
			
		
	
		
			
				
					            //source.getBonuses().getFloatPercentAll(ModType.ArmorPiercing, SourceType.None);
   
			
		
	
		
			
				
					
 
			
		
	
		
			
				
					        float  damageAfterResists  =  damage  *  ( 1  -  ( this . getResist ( type ,  trains )  *  0 . 01f ) ) ;   
			
		
	
		
			
				
					        //check to see if any damage absorbers should cancel
   
			
		
	
		
			
				
					        if  ( target  ! =  null )  {   
			
		
	
		
			
				
					            //debug damage shields if any found
   
			
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
				@ -479,7 +480,7 @@ public class Resists {
				@@ -479,7 +480,7 @@ public class Resists {
					 
			
		
	
		
			
				
					            }   
			
		
	
		
			
				
					            target . cancelOnTakeDamage ( type ,  ( damageAfterResists ) ) ;   
			
		
	
		
			
				
					        }   
			
		
	
		
			
				
					        damageAfterResists  =  handleFortitude ( target ,  type ,  damageAfterResists ) ;   
			
		
	
		
			
				
					        //damageAfterResists = handleFortitude(target, type, damageAfterResists);
   
			
		
	
		
			
				
					        return  damageAfterResists ;   
			
		
	
		
			
				
					    }