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fix
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@ -392,9 +392,9 @@ local function damage_dealt_by_players_changes(event)
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if melee and event.final_health > 0 then
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if physical then
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if samurai then
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extra_damage_to_deal = Balance.samurai_damage_dealt_with_melee_multiplier * extra_physical_damage_from_research_multiplier
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extra_damage_to_deal = Balance.samurai_damage_dealt_with_melee * extra_physical_damage_from_research_multiplier
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elseif hatamoto then
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extra_damage_to_deal = Balance.hatamoto_damage_dealt_with_melee_multiplier * extra_physical_damage_from_research_multiplier
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extra_damage_to_deal = Balance.hatamoto_damage_dealt_with_melee * extra_physical_damage_from_research_multiplier
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end
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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.
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extra_damage_to_deal = event.original_damage_amount * big_number
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@ -108,12 +108,12 @@ function Public.explanation_advanced(class)
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full_explanation = {'', {explanation, extra_speed, received_damage, dealt_damage}}
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elseif class == enum.SAMURAI then
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local received_damage = Public.percentage_points_difference_from_100_percent(Balance.samurai_damage_taken_multiplier)
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local melee_damage = Balance.samurai_damage_dealt_with_melee_multiplier
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local melee_damage = Balance.samurai_damage_dealt_with_melee
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local non_melee_damage = Public.percentage_points_difference_from_100_percent(Balance.samurai_damage_dealt_when_not_melee_multiplier)
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full_explanation = {'', {explanation, received_damage, melee_damage, non_melee_damage}}
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elseif class == enum.HATAMOTO then
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local received_damage = Public.percentage_points_difference_from_100_percent(Balance.hatamoto_damage_taken_multiplier)
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local melee_damage = Balance.hatamoto_damage_dealt_with_melee_multiplier
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local melee_damage = Balance.hatamoto_damage_dealt_with_melee
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local non_melee_damage = Public.percentage_points_difference_from_100_percent(Balance.hatamoto_damage_dealt_when_not_melee_multiplier)
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full_explanation = {'', {explanation, received_damage, melee_damage, non_melee_damage}}
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elseif class == enum.IRON_LEG then
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