forked from MagicBane/Server
combat to include armor piercing calculation
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@@ -305,9 +305,13 @@ public class Resists {
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public float getResistedDamage(AbstractCharacter source, AbstractCharacter target, DamageType type, float damage, int trains) {
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//handle fortitudes
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damage = handleFortitude(target, type, damage);
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//check to see if any damage absorbers should cancel
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) / 100));
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float apMod = 0;
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if(source.getCharItemManager().getEquipped(2) != null) {
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apMod = source.getCharItemManager().getEquipped(2).getArmorPiercing(); // need to get the item in players off-hand and check for armor piercing enchants
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}
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float damageAfterResists = damage * (1 - (this.getResist(type, trains) / 100) + apMod);
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if (target != null) {
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//debug damage shields if any found
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if (source.getDebug(2) && source.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
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