v1.2.6.0 (Winter Update)
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@@ -47,7 +47,7 @@ namespace Barotrauma
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}
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float theoreticalMaxMonsterStrength = 10000;
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float relativeMaxMonsterStrength = theoreticalMaxMonsterStrength * (GameMain.GameSession?.LevelData?.Difficulty ?? 0f) / 100;
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float relativeMaxMonsterStrength = theoreticalMaxMonsterStrength * (GameMain.GameSession?.Level?.Difficulty ?? 0f) / 100;
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float absoluteMonsterStrength = monsterStrength / theoreticalMaxMonsterStrength;
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float relativeMonsterStrength = monsterStrength / relativeMaxMonsterStrength;
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@@ -581,7 +581,14 @@ namespace Barotrauma
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StatusEffect effect = StatusEffect.Load(subElement, $"EventManager.ClientRead ({eventIdentifier})");
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foreach (Entity target in targets)
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{
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effect.Apply(effect.type, 1.0f, target, target as ISerializableEntity);
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if (target is Item item)
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{
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effect.Apply(effect.type, 1.0f, item, item.AllPropertyObjects);
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}
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else
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{
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effect.Apply(effect.type, 1.0f, target, target as ISerializableEntity);
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}
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}
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}
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break;
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