You mentioned that instead ofI could use "resist": ["magic"]. This is not true, the trait stops working.
No... this was before the update, I wrote that this will not work anymore. I'll take a look anyway.
I tested healing immunity, it doesn't work as intended. If you give it to one of the girls in battle team, both girls become immune to mass healing spells. I'm not really going to use it for characters, but it's probably true for mobs too.
I never tested it properly before, so I dunno if it started to act weirdly after rewrite or not
Gonna look into this right now.
Works against the initial damage. But the skill still poisons the target, and damage over time works as usual. Same for absorption.
It shouldn't apply the damage over time in the first place.
I also fixed a crash for all absorptions due to the new way of handling damage, when attack/defense in "resist = pow(attack/defense, .5)" was negative for absorbed elements leading to exception.
This is a bug, weird... I recall trying to prevent it. Gonna grab your changes and take a look as well.
Ok, so for items +10%=0.1 evasion bonus, but for traits +10%=10 evasion bonus? Make it consistent
I thought it was consistent in a sense that everything that requires floats is called multipliers and everything that calls for ints is called bonuses. Do you want me to change multi to bonus for items as well?