fireball burn effect should always be 1 as long as it does damage, despite radial degrade

This commit is contained in:
FateJH 2020-08-26 22:42:07 -04:00
parent 285d5c94ae
commit 37af460a89
2 changed files with 4 additions and 3 deletions

View file

@ -2628,8 +2628,8 @@ object GlobalDefinitions {
flamethrower_fireball.Modifiers = List( flamethrower_fireball.Modifiers = List(
DamageModifiers.InfantryAggravatedDirect, DamageModifiers.InfantryAggravatedDirect,
DamageModifiers.InfantryAggravatedSplash, DamageModifiers.InfantryAggravatedSplash,
DamageModifiers.FireballAggravatedBurn, DamageModifiers.RadialDegrade,
DamageModifiers.RadialDegrade DamageModifiers.FireballAggravatedBurn
) )
flamethrower_projectile.Name = "flamethrower_projectile" flamethrower_projectile.Name = "flamethrower_projectile"

View file

@ -287,7 +287,8 @@ object DamageModifiers {
def Calculate: DamageModifiers.Format = formula def Calculate: DamageModifiers.Format = formula
private def formula(damage: Int, data: ResolvedProjectile): Int = { private def formula(damage: Int, data: ResolvedProjectile): Int = {
if (data.resolution == ProjectileResolution.AggravatedDirectBurn || if (damage > 0 &&
data.resolution == ProjectileResolution.AggravatedDirectBurn ||
data.resolution == ProjectileResolution.AggravatedSplashBurn) { data.resolution == ProjectileResolution.AggravatedSplashBurn) {
//add resist to offset resist subtraction later //add resist to offset resist subtraction later
1 + data.damage_model.ResistUsing(data)(data) 1 + data.damage_model.ResistUsing(data)(data)