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Implemented Ailment Buildup UI per player.
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@@ -120,15 +120,11 @@ function damage_hook.update_damage(args)
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monster = small_monster.get_monster(enemy);
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end
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--xy =
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-- "type: " .. tostring(damage_source_type) .. "\n" ..
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-- "total damage: " .. tostring(damage_object.total_damage) .. "\n" ..
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-- "physical damage: " .. tostring(damage_object.physical_damage) .. "\n" ..
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-- "elemental damage: " .. tostring(damage_object.elemental_damage) .. "\n" ..
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-- "condition damage: " .. tostring(condition_damage) .. "\n" ..
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-- "condition type: " .. tostring(condition_type) .. "\n" ..
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-- "is mario attack: " .. tostring(is_marionette_attack) .. "\n" ..
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-- "attacker id: " .. tostring(attacker_id) .. "\n";
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local stun_damage = enemy_calc_damage_info:get_field("<StunDamage>k__BackingField");
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if stun_damage ~= 0 and stun_damage ~= nil then
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ailments.apply_ailment_buildup(monster, attacker_id, ailments.stun_id, stun_damage);
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end
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ailments.apply_ailment_buildup(monster, attacker_id, condition_type, condition_damage);
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