Merge pull request #979 from FWidm/dev
Added a clamp to the minion level in calcactive skill [1, minion.levell, 100]
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@@ -462,9 +462,12 @@ function calcs.buildActiveSkillModList(env, actor, activeSkill)
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minion.type = minionType
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minion.minionData = env.data.minions[minionType]
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minion.level = activeSkill.skillData.minionLevelIsEnemyLevel and env.enemyLevel or activeSkill.skillData.minionLevel or activeSkill.skillData.levelRequirement
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-- fix minion level between 1 and 100
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minion.level = m_min(m_max(minion.level,1),100)
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minion.itemList = { }
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minion.uses = activeGem.grantedEffect.minionUses
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local attackTime = minion.minionData.attackTime * (1 - (minion.minionData.damageFixup or 0))
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local damage = env.data.monsterDamageTable[minion.level] * minion.minionData.damage * attackTime
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if activeGem.grantedEffect.minionHasItemSet then
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if env.mode == "CALCS" and activeSkill == env.player.mainSkill then
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