Closed DanishSoup closed 5 months ago
slot ammo from damage
is different with our expectation. Those attributes and native attribute 203 (drop health pack on kill)
use DamageGoal
function. It only check given damage to enough to gain ammo. But it doesn't count critical damage calculation. So, If some weapon have slot ammo from damage
with a figure of 300(rocket jumper has this value in default config), it never gain ammo from damage without market-gardening or high-dealing.
Intended feature to bypass max ammo.
Description
When using "primary ammo from damage" doing damage will give you more ammo than what the weapon can hold normally. In the video provided, when damaging the boss the rocket jumper gains more ammo than what it can usually hold (I removed the bonus ammo gain so it should be 20).
Reproduce
Steps to reproduce the behavior:
Media
If applicable, add screenshots, videos, logs, to help explain your problem. https://youtu.be/WYRLon7LLfI
Environment
Other Information
Add any other context about the problem here. Could also affect "secondary damage vs bosses" but I haven't tested it