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Implement scaling for aura damage, and heal.
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@ -26,6 +26,7 @@ func _handle_aura_damage(aura_data : AuraData, damage_info : SpellDamageInfo) ->
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randomize()
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randomize()
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damage_info.damage = damage_min + (randi() % (damage_max - damage_min))
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damage_info.damage = damage_min + (randi() % (damage_max - damage_min))
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damage_info.damage *= damage_info.dealer.gets_level() / float(EntityEnums.MAX_CHARACTER_LEVEL)
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damage_info.damage_source_type = aura_data.aura.damage_type
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damage_info.damage_source_type = aura_data.aura.damage_type
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if (is_instance_valid(damage_info.dealer)):
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if (is_instance_valid(damage_info.dealer)):
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@ -35,6 +36,7 @@ func _handle_aura_heal(aura_data : AuraData, shi : SpellHealInfo) -> void:
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randomize()
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randomize()
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shi.heal = heal_min + (randi() % (heal_max - heal_min))
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shi.heal = heal_min + (randi() % (heal_max - heal_min))
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shi.damage *= shi.dealer.gets_level() / float(EntityEnums.MAX_CHARACTER_LEVEL)
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shi.heal_source_type = aura_data.aura.aura_type
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shi.heal_source_type = aura_data.aura.aura_type
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shi.dealer.sdeal_heal_to(shi)
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shi.dealer.sdeal_heal_to(shi)
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