modified dot effects, changed range buff
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@ -216,17 +216,18 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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this.burnCounter --;
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this.burnCounter --;
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this.burnTimer.start();
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this.burnTimer.start();
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .2);
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this.damage(12 + (<PlayerController>this.player._ai).extraDotDmg );
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}
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}
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if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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this.poisonCounter --;
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this.poisonCounter --;
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this.poisonTimer.start();
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this.poisonTimer.start();
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .2);
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this.damage( Math.round(this.CURRENT_HP/20) + (<PlayerController>this.player._ai).extraDotDmg );
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}
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}
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if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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this.bleedCounter --;
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this.bleedCounter --;
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this.bleedTimer.start();
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this.bleedTimer.start();
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
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this.damage(3 +Math.round(this.CURRENT_HP/33) + (<PlayerController>this.player._ai).extraDotDmg );
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}
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}
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if (this.healthBar) {
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if (this.healthBar) {
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@ -366,7 +366,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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buffs.push({type:BuffType.FLAT_ATK, value:num, category: BuffCategory.EXTRA},
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buffs.push({type:BuffType.FLAT_ATK, value:num, category: BuffCategory.EXTRA},
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{type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA},
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{type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA},
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{type:BuffType.FLAT_HEALTH, value:num, category: BuffCategory.SHIELD},
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{type:BuffType.FLAT_HEALTH, value:num, category: BuffCategory.SHIELD},
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{type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK},
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{type:BuffType.RANGE, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease range \nby "+num/100+"%"},
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{type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
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{type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
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);
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);
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@ -560,7 +560,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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this.damage_multiplier *= (1-buff.value);
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this.damage_multiplier *= (1-buff.value);
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break;
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break;
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case BuffType.RANGE:
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case BuffType.RANGE:
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//this.CURRENT_BUFFS.range += buff.value;
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if (item) {
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if (item) {
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(<Weapon>item).EXTRA_RANGE += buff.value;
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(<Weapon>item).EXTRA_RANGE += buff.value;
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}
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}
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