v0.8.1: fixed stone not clamping negative accuracy or evasion
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@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.watabou.utils.GameMath;
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public class Stone extends Armor.Glyph {
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public class Stone extends Armor.Glyph {
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@ -45,7 +46,8 @@ public class Stone extends Armor.Glyph {
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}
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}
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//75% of dodge chance is applied as damage reduction
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//75% of dodge chance is applied as damage reduction
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hitChance = (1f + 3f*hitChance)/4f;
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// we clamp in case accuracy or evasion were negative
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hitChance = GameMath.gate(0.25f, (1f + 3f*hitChance)/4f, 1f);
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damage = (int)Math.ceil(damage * hitChance);
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damage = (int)Math.ceil(damage * hitChance);
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