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Fix first poison activation not counting damage.
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@@ -28,16 +28,16 @@ local table_helpers;
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--16 SteelFang
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ailments.paralyze_id = 0;
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ailments.sleep_id = 1;
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ailments.stun_id = 2;
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ailments.flash_id = 3;
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ailments.poison_id = 4;
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ailments.blast_id = 5;
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ailments.exhaust_id = 6;
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ailments.ride_id = 7;
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ailments.water_id = 8;
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ailments.fire_id = 9;
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ailments.ice_id = 10;
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ailments.sleep_id = 1;
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ailments.stun_id = 2;
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ailments.flash_id = 3;
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ailments.poison_id = 4;
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ailments.blast_id = 5;
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ailments.exhaust_id = 6;
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ailments.ride_id = 7;
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ailments.water_id = 8;
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ailments.fire_id = 9;
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ailments.ice_id = 10;
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ailments.thunder_id = 11;
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ailments.fall_trap_id = 12;
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ailments.shock_trap_id = 13;
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@@ -1141,11 +1141,10 @@ function ailments.apply_ailment_damage(monster, ailment_type, ailment_damage)
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return;
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end
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local damage = ailment_damage;
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-- split up damage according to ratio of buildup on boss for this type
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for attacker_id, percentage in pairs(buildup_share) do
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local damage_portion = damage * percentage;
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local damage_portion = ailment_damage * percentage;
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local damage_object = {};
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damage_object.total_damage = damage_portion;
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damage_object.physical_damage = 0;
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@@ -1157,9 +1156,15 @@ function ailments.apply_ailment_damage(monster, ailment_type, ailment_damage)
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if attacking_player ~= nil then
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player.update_damage(attacking_player, damage_source_type, true, damage_object);
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end
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player.update_damage(player.total, damage_source_type, true, damage_object);
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end
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local damage_object = {};
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damage_object.total_damage = ailment_damage;
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damage_object.physical_damage = 0;
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damage_object.elemental_damage = 0;
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damage_object.ailment_damage = ailment_damage;
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player.update_damage(player.total, damage_source_type, true, damage_object);
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end
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function ailments.init_module()
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