Mob Skills now have a success rate

This was only used for MAGIC_IMMUNITY and WEAPON_IMMUNITY for some reason? A lot of other MobSkills also have a 'prop' node in the WZ files such as; Darkness and Seduce
This commit is contained in:
Silwhoon
2024-02-05 17:58:43 +00:00
parent 830df4e5ca
commit f9b328b432

View File

@@ -190,6 +190,11 @@ public class MobSkill {
// TODO: avoid output argument banishPlayersOutput
public void applyEffect(Character player, Monster monster, boolean skill, List<Character> banishPlayersOutput) {
// See if the MobSkill is successful before doing anything
if (!makeChanceResult()) {
return;
}
Disease disease = null;
Map<MonsterStatus, Integer> stats = new EnumMap<>(MonsterStatus.class);
List<Integer> reflection = new ArrayList<>();
@@ -213,12 +218,12 @@ public class MobSkill {
case REVERSE_INPUT -> disease = Disease.CONFUSE;
case UNDEAD -> disease = Disease.ZOMBIFY;
case PHYSICAL_IMMUNE -> {
if (makeChanceResult() && !monster.isBuffed(MonsterStatus.MAGIC_IMMUNITY)) {
if (!monster.isBuffed(MonsterStatus.MAGIC_IMMUNITY)) {
stats.put(MonsterStatus.WEAPON_IMMUNITY, x);
}
}
case MAGIC_IMMUNE -> {
if (makeChanceResult() && !monster.isBuffed(MonsterStatus.WEAPON_IMMUNITY)) {
if (!monster.isBuffed(MonsterStatus.WEAPON_IMMUNITY)) {
stats.put(MonsterStatus.MAGIC_IMMUNITY, x);
}
}