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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
This commit is contained in:
danielmartin0 2022-06-03 21:58:10 +01:00
parent 2c5e4fb46a
commit e7b3e76177
2 changed files with 4 additions and 4 deletions

View File

@ -392,9 +392,9 @@ local function damage_dealt_by_players_changes(event)
if melee and event.final_health > 0 then
if physical then
if samurai then
extra_damage_to_deal = Balance.samurai_damage_dealt_with_melee_multiplier * extra_physical_damage_from_research_multiplier
extra_damage_to_deal = Balance.samurai_damage_dealt_with_melee * extra_physical_damage_from_research_multiplier
elseif hatamoto then
extra_damage_to_deal = Balance.hatamoto_damage_dealt_with_melee_multiplier * extra_physical_damage_from_research_multiplier
extra_damage_to_deal = Balance.hatamoto_damage_dealt_with_melee * extra_physical_damage_from_research_multiplier
end
elseif acid then --this hacky stuff is to implement repeated spillover splash damage, whilst getting around the fact that if ovekill damage takes something to zero health, we can't tell in that event how much double-overkill damage should be dealt by reading off its HP. This code assumes that characters only deal acid damage via this function.
extra_damage_to_deal = event.original_damage_amount * big_number

View File

@ -108,12 +108,12 @@ function Public.explanation_advanced(class)
full_explanation = {'', {explanation, extra_speed, received_damage, dealt_damage}}
elseif class == enum.SAMURAI then
local received_damage = Public.percentage_points_difference_from_100_percent(Balance.samurai_damage_taken_multiplier)
local melee_damage = Balance.samurai_damage_dealt_with_melee_multiplier
local melee_damage = Balance.samurai_damage_dealt_with_melee
local non_melee_damage = Public.percentage_points_difference_from_100_percent(Balance.samurai_damage_dealt_when_not_melee_multiplier)
full_explanation = {'', {explanation, received_damage, melee_damage, non_melee_damage}}
elseif class == enum.HATAMOTO then
local received_damage = Public.percentage_points_difference_from_100_percent(Balance.hatamoto_damage_taken_multiplier)
local melee_damage = Balance.hatamoto_damage_dealt_with_melee_multiplier
local melee_damage = Balance.hatamoto_damage_dealt_with_melee
local non_melee_damage = Public.percentage_points_difference_from_100_percent(Balance.hatamoto_damage_dealt_when_not_melee_multiplier)
full_explanation = {'', {explanation, received_damage, melee_damage, non_melee_damage}}
elseif class == enum.IRON_LEG then