Fixes damage calculation,
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3baabe6d79
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@ -8,7 +8,7 @@ using HitData = const CreatureLib::Battling::ExecutingAttack::HitData;
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uint32_t PkmnLib::Battling::DamageLibrary::GetDamage(CreatureLib::Battling::ExecutingAttack* attack,
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CreatureLib::Battling::Creature* target, uint8_t hitIndex,
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const HitData& hitData) const {
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auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel());
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auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel()) / 5;
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auto bp = hitData.GetBasePower();
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auto statMod = GetStatModifier(attack, target, hitIndex, hitData);
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auto damageMod = GetDamageModifier(attack, target, hitIndex, hitData);
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@ -18,7 +18,7 @@ uint32_t PkmnLib::Battling::DamageLibrary::GetDamage(CreatureLib::Battling::Exec
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uint32_t damage;
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if (floatDamage < 0) {
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damage = 0;
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} else if (floatDamage > (float)UINT32_MAX) {
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} else if (floatDamage >= (float)UINT32_MAX) {
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damage = UINT32_MAX;
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} else { // TODO: C++ 20 - add [[likely]] attribute when supported by both gcc and Clang
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damage = static_cast<uint32_t>(floatDamage);
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