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Blossom Implement (#1606)
* Blossom! * rename * delete SpawnBlossomEntry.java * use MAP * use List * use LIST * use List * useCondensedResin * useCondensedResin * fix build * enhance * fix bug * REMOVE BOSS * fix condensed resin * fix condensed resin * use POSITIVE_INFINITY * use RewardPreviewData * fix build * fix resources * add BLOSSOM_MONSTER_FIGHTING_VOLUME * edit monster score * edit monster score * fix bug * fix bug * improve logic * fix monsters level * Deleted comment blocks * nitpick * Fix compilation problems * nitpick * Refactor + nitpick * Clean up overall diff to develop * Clean up other usage of condensed resin * Clean up overall diff to develop * Lombokify Scene.java * Missed an odd getter name * Unhardcode reward previews * EDIT NAME * remove leyline 1 * remove leyline 2 * Update BlossomManager.java Co-authored-by: AnimeGitB <AnimeGitB@bigblueball.in>
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@@ -215,12 +215,15 @@ public abstract class GameEntity {
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// Invoke entity damage event.
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EntityDamageEvent event = new EntityDamageEvent(this, amount, this.getScene().getEntityById(killerId));
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event.call(); if (event.isCanceled()) {
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event.call();
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if (event.isCanceled()) {
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return; // If the event is canceled, do not damage the entity.
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}
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// Add negative HP to the current HP property.
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this.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, -(event.getDamage()));
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if(getFightProperty(FightProperty.FIGHT_PROP_CUR_HP) != Float.POSITIVE_INFINITY){
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// Add negative HP to the current HP property.
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this.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, -(event.getDamage()));
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}
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// Check if dead
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boolean isDead = false;
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