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Fix Nature Sprites ability
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The "25% chance to receive another random effect" had a typo which
\ caused the buff to permanently decrease tower stats after expiry.
\ The buff is supposed to restore original stats.
Also, fix "another random effect" not being randomized and instead
\ always doing same thing as main effect
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Kvel2D committed Jul 6, 2024
1 parent 65bd7f5 commit 79a9dca
Showing 1 changed file with 20 additions and 20 deletions.
40 changes: 20 additions & 20 deletions src/towers/tower_behaviors/nature_sprites.gd
Original file line number Diff line number Diff line change
Expand Up @@ -76,26 +76,26 @@ func gift_create(event: Event):
relem = Globals.synced_rng.randi_range(0, 5)
# Relem cannot be 6 (IRON), so we apply iron buff if elem == relem.
if elem == relem:
B.user_int = Modification.Type.MOD_ITEM_CHANCE_ON_KILL
B.user_real = (ITEM_CHANCE + level * ITEM_CHANCE_ADD) * member_modifier
elif elem == Element.enm.ASTRAL:
B.user_int = Modification.Type.MOD_EXP_RECEIVED
B.user_real = (EXP_RECEIVED + level * EXP_RECEIVED_ADD) * member_modifier
elif elem == Element.enm.DARKNESS:
B.user_int = Modification.Type.MOD_SPELL_DAMAGE_DEALT
B.user_real = (SPELL_DAMAGE_DEALT + level * SPELL_DAMAGE_DEALT_ADD) * member_modifier
elif elem == Element.enm.NATURE:
B.user_int = Modification.Type.MOD_ATK_CRIT_CHANCE
B.user_real = (ATK_CRIT_CHANCE + level * ATK_CRIT_CHANCE_ADD) * member_modifier
elif elem == Element.enm.FIRE:
B.user_int = Modification.Type.MOD_DAMAGE_ADD_PERC
B.user_real = (DAMAGE_ADD_PERC + level * DAMAGE_ADD_PERC_ADD) * member_modifier
elif elem == Element.enm.ICE:
B.user_int = Modification.Type.MOD_BUFF_DURATION
B.user_real = (BUFF_DURATION + level * BUFF_DURATION_ADD) * member_modifier
elif elem == Element.enm.STORM:
B.user_int = Modification.Type.MOD_ATTACKSPEED
B.user_real = (ATTACKSPEED + level * ATTACKSPEED_ADD) * member_modifier
B.user_int2 = Modification.Type.MOD_ITEM_CHANCE_ON_KILL
B.user_real2 = (ITEM_CHANCE + level * ITEM_CHANCE_ADD) * member_modifier
elif relem == Element.enm.ASTRAL:
B.user_int2 = Modification.Type.MOD_EXP_RECEIVED
B.user_real2 = (EXP_RECEIVED + level * EXP_RECEIVED_ADD) * member_modifier
elif relem == Element.enm.DARKNESS:
B.user_int2 = Modification.Type.MOD_SPELL_DAMAGE_DEALT
B.user_real2 = (SPELL_DAMAGE_DEALT + level * SPELL_DAMAGE_DEALT_ADD) * member_modifier
elif relem == Element.enm.NATURE:
B.user_int2 = Modification.Type.MOD_ATK_CRIT_CHANCE
B.user_real2 = (ATK_CRIT_CHANCE + level * ATK_CRIT_CHANCE_ADD) * member_modifier
elif relem == Element.enm.FIRE:
B.user_int2 = Modification.Type.MOD_DAMAGE_ADD_PERC
B.user_real2 = (DAMAGE_ADD_PERC + level * DAMAGE_ADD_PERC_ADD) * member_modifier
elif relem == Element.enm.ICE:
B.user_int2 = Modification.Type.MOD_BUFF_DURATION
B.user_real2 = (BUFF_DURATION + level * BUFF_DURATION_ADD) * member_modifier
elif relem == Element.enm.STORM:
B.user_int2 = Modification.Type.MOD_ATTACKSPEED
B.user_real2 = (ATTACKSPEED + level * ATTACKSPEED_ADD) * member_modifier

# Apply the bonus modification
target.modify_property(B.user_int2, B.user_real2)
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