Fix inverse sync of weapon attack for Last Reward

Fix typo for mystery weapon
This commit is contained in:
2026-06-08 21:27:01 -07:00
parent b30a8f3eb4
commit 5acfac10a5
2 changed files with 5 additions and 5 deletions
@@ -10,7 +10,7 @@ WeaponElement = 0
WeaponTag = 0 WeaponTag = 0
SelfDamage = 0 SelfDamage = 0
SoundEffect = 23 SoundEffect = 23
Name = "Unidentified Armament." Name = "Unidentified Armament"
StatDescription = "Unidentified Armament" StatDescription = "Unidentified Armament"
FlavorText = "" FlavorText = ""
SpawnRate = 0.5 SpawnRate = 0.5
+4 -4
View File
@@ -836,12 +836,12 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
private void InverseHPToAttackPowerSync(int obj) private void InverseHPToAttackPowerSync(int obj)
{ {
var weapon = (Weapon)EquipmentComponent.EquippedWeapon.Value; var weaponsWithInverseSync = Inventory.Items.OfType<Weapon>().Where(x => x.WeaponTag == WeaponTag.InverseHPAttackPower);
if (weapon.WeaponTag == WeaponTag.InverseHPAttackPower) foreach (var weaponToSync in weaponsWithInverseSync)
{ {
var equipAtEnd = EquipmentComponent.IsItemEquipped(weaponToSync);
var healthPercentage = (HealthComponent.CurrentHP.Value * 10) / HealthComponent.MaximumHP.Value; var healthPercentage = (HealthComponent.CurrentHP.Value * 10) / HealthComponent.MaximumHP.Value;
weapon.SetAttack(10 - healthPercentage); weaponToSync.SetAttack(10 - healthPercentage);
EquipmentComponent.Equip(weapon);
} }
} }