Fix damage popup sequencing
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@@ -304,6 +304,7 @@ if dmg > 0 then
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self:ApplyPoisonToMonster(m, poison)
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end
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end
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self:ShowDmgPop(m.slot, dmg)
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self:MonsterHitMotion(m.slot)
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local killed = false
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if m.hp <= 0 then
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@@ -383,7 +384,7 @@ local burstEvery = self:AddPowerFieldTotal("poisonApplicationBurstEvery")
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local burstDamage = self:AddPowerFieldTotal("poisonApplicationBurstDamage")
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if burstEvery ~= nil and burstEvery > 0 and burstDamage ~= nil and burstDamage > 0 then
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if (self.PoisonApplicationsThisCombat % burstEvery) == 0 then
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self:DealDamageToAllMonsters(burstDamage)
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self:DealDamageToAllMonsters(burstDamage, false)
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end
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end`, [
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{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'target' },
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@@ -440,6 +441,13 @@ return killCount > 0`, [
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], 0, 'boolean'),
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method('PlayAttackFx', `local m = self.Monsters[targetIndex]
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if m == nil or m.alive ~= true or m.entity == nil or not isvalid(m.entity) then
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local shown = damage
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if m ~= nil and m.alive == true and m.vuln > 0 then
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shown = math.floor(damage * 1.5)
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end
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if m ~= nil and m.alive == true and m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then
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shown = math.floor(shown * self.ActiveAttackDamageVsWeakMultiplier)
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end
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self:DealDamageToTarget(damage, pierce)
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self.ActiveAttackDamageVsWeakMultiplier = 1
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self:RenderCombat()
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@@ -474,7 +482,6 @@ _TimerService:SetTimerOnce(function()
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self.ActiveKillReward = 0
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self.ActiveKillMaxHpGain = 0
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self.ActiveAttackDamageVsWeakMultiplier = 1
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self:ShowDmgPop(targetIndex, shown)
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self:RenderCombat()
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self:CheckCombatEnd()
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end, 0.35)`, [
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@@ -599,7 +606,7 @@ if dmg > 0 then
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end
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if self:HasRelic("centennialPuzzle") and self.FirstHpLossDone == false then
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self.FirstHpLossDone = true
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self:DrawCards(3)
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self:DrawCards(3, true)
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self:RenderHand(false)
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end
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end
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