Fixes for damage calculations always using a base power of 0.

This commit is contained in:
2019-12-07 22:09:06 +01:00
parent 262279bd2c
commit 7c642f7df5
5 changed files with 23 additions and 23 deletions

View File

@@ -4,7 +4,7 @@ using namespace CreatureLib::Battling;
int DamageLibrary::GetDamage(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel());
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
auto bp = hit.GetBasePower();
auto bp = hit->GetBasePower();
auto statMod = GetStatModifier(attack, target, hitIndex);
// HOOK: Modify stat modifier
int damage = static_cast<int>((((levelMod * static_cast<float>(bp) * statMod) / 50) + 2) *
@@ -33,9 +33,9 @@ float DamageLibrary::GetStatModifier(ExecutingAttack* attack, Creature* target,
defensiveStat = Core::Statistic::MagicalDefense;
}
auto bypassDefensive = hit.IsCritical() && target->GetStatBoost(defensiveStat) > 0;
auto bypassDefensive = hit->IsCritical() && target->GetStatBoost(defensiveStat) > 0;
// HOOK: allow bypassing defensive stat modifiers.
auto bypassOffensive = hit.IsCritical() && user->GetStatBoost(offensiveStat) < 0;
auto bypassOffensive = hit->IsCritical() && user->GetStatBoost(offensiveStat) < 0;
// HOOK: Allow bypassing offensive stat modifiers.
float offensiveValue;
@@ -58,7 +58,7 @@ float DamageLibrary::GetStatModifier(ExecutingAttack* attack, Creature* target,
float DamageLibrary::GetDamageModifier(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
float mod = 1;
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
mod *= hit.GetEffectiveness();
mod *= hit->GetEffectiveness();
// HOOK: Modify damage modifier.
return mod;
}