Fix Ailment Buildup UI

This commit is contained in:
GreenComfyTea
2022-11-23 13:35:16 +02:00
parent 2dde202501
commit 673bf28451
4 changed files with 27 additions and 17 deletions

View File

@@ -21,6 +21,8 @@ local get_total_damage_method = enemy_calc_damage_info_type_def:get_method("get_
local get_physical_damage_method = enemy_calc_damage_info_type_def:get_method("get_PhysicalDamage");
local get_elemental_damage_method = enemy_calc_damage_info_type_def:get_method("get_ElementDamage");
local stun_damage_field = enemy_calc_damage_info_type_def:get_field("<StunDamage>k__BackingField");
local get_condition_damage_method = enemy_calc_damage_info_type_def:get_method("get_ConditionDamage");
local get_condition_type_method = enemy_calc_damage_info_type_def:get_method("get_ConditionDamageType");
local get_condition_damage2_method = enemy_calc_damage_info_type_def:get_method("get_ConditionDamage2");
@@ -174,18 +176,17 @@ function damage_hook.update_damage(enemy, enemy_calc_damage_info)
monster = small_monster.get_monster(enemy);
end
local stun_damage = enemy_calc_damage_info:get_field("<StunDamage>k__BackingField");
if stun_damage ~= 0 and stun_damage ~= nil then
local stun_damage = stun_damage_field:get_data(enemy_calc_damage_info);
if attacking_player ~= nil then
ailments.apply_ailment_buildup(monster, attacker_id, ailments.stun_id, stun_damage);
end
ailments.apply_ailment_buildup(monster, attacker_id, condition_type, condition_damage);
ailments.apply_ailment_buildup(monster, attacker_id, condition_type2, condition_damage2);
ailments.apply_ailment_buildup(monster, attacker_id, condition_type3, condition_damage3);
ailments.apply_ailment_buildup(monster, attacker_id, condition_type, condition_damage);
ailments.apply_ailment_buildup(monster, attacker_id, condition_type2, condition_damage2);
ailments.apply_ailment_buildup(monster, attacker_id, condition_type3, condition_damage3);
end
player.update_damage(player.total, damage_source_type, is_large_monster, damage_object);
player.update_damage(attacking_player, damage_source_type, is_large_monster, damage_object);
end
--function damage_hook.on_mystery_core_break(enemy)