v0.4.1: fixed sneak weapons not being affected by weightstone imbue

This commit is contained in:
Evan Debenham 2016-07-04 00:30:55 -04:00 committed by Evan Debenham
parent eed06b618d
commit 0e7213d956
3 changed files with 3 additions and 3 deletions

View File

@ -45,7 +45,7 @@ public class AssassinsBlade extends MeleeWeapon {
Char enemy = hero.enemy();
if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
//deals avg damage to max on surprise, instead of min to max.
return Random.NormalIntRange((min() + max())/2, max());
return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
else
return super.damageRoll(hero);
}

View File

@ -45,7 +45,7 @@ public class Dagger extends MeleeWeapon {
Char enemy = hero.enemy();
if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
//deals avg damage to max on surprise, instead of min to max.
return Random.NormalIntRange((min() + max())/2, max());
return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
else
return super.damageRoll(hero);
}

View File

@ -45,7 +45,7 @@ public class Dirk extends MeleeWeapon {
Char enemy = hero.enemy();
if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
//deals avg damage to max on surprise, instead of min to max.
return Random.NormalIntRange((min() + max())/2, max());
return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
else
return super.damageRoll(hero);
}