Valheim plugin to manipulate prefab material textures and colors in order to achieve a seasonal experience.
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Bug: ModifyFallDamage overwrites changes done by other StatusEffects by using the baseDamage instead of the damage argument #21
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bid-soft opened 5 months ago
SeasonStatusEffect.ModifyFallDamage: public override void ModifyFallDamage(float baseDamage, ref float damage) { if (m_character.m_seman.m_statusEffects.Exists(x => x.m_name == "$se_slowfall_name")) return; damage = baseDamage * data.Modifiers[Modifier.FallDamage]; if (damage >= 0.0) return; damage = 0.0f; }
Instead of baseDamage, damage should be the start of calculations, otherwise it overwrites changes of other status effects