Closed Caviarbro closed 1 year ago
better place for this fix is probably WeaponInterface.getRandomAnimal by calling WeaponInterface.getAlive to filter the list before checking for buffs. getAttacking calls that (and has a bonus "are you really alive" check too)
Easier jumping off place for the other bug with pstaff where it picks buffs / debuffs that have been removed by other mechanics (atk up after atk up + is applied, fstaff after it explodes, etc) since that should also affect targeting.
also don't do returns, what'll happen here is if it picks a dead ally it'll deal damage / remove a buff and then not spend wp / log appropriately
better place for this fix is probably WeaponInterface.getRandomAnimal by calling WeaponInterface.getAlive to filter the list before checking for buffs. getAttacking calls that (and has a bonus "are you really alive" check too)
Easier jumping off place for the other bug with pstaff where it picks buffs / debuffs that have been removed by other mechanics (atk up after atk up + is applied, fstaff after it explodes, etc) since that should also affect targeting.
Yes I have noticed that too. I will change it asap.
Thank you!
There was no check for HP for both of the sides
attacking
andally
.This caused buffs being removed from dead enemy and dealing damage to them(it seems like thegetAttacking
function gets only alive pets compared togetRandomAnimal
function), debuffs being removed from dead ally and that caused reviving the pet.Not sure if there are more changes needed, such as selecting different ally or enemy.