damage: handle mixed affinity

main
Bryce Allen 10 years ago
parent be2c8b5309
commit b244c7fa5e

@ -191,7 +191,14 @@ class WeaponMonsterDamage(object):
else: else:
self.sharpness = self.weapon.sharpness.max self.sharpness = self.weapon.sharpness.max
#print "sharpness=", self.sharpness #print "sharpness=", self.sharpness
self.affinity = int(self.weapon["affinity"] or 0) if self.weapon["affinity"]:
# handle chaotic gore affinity - use average, which is
# probably not quite right but at least allows an initial
# comparison point
parts = [int(x) for x in self.weapon["affinity"].split("/")]
self.affinity = sum(parts)/len(parts)
else:
self.affinity = 0
self.damage_type = WeaponType.damage_type(self.weapon_type) self.damage_type = WeaponType.damage_type(self.weapon_type)
self.etype = self.weapon["element"] self.etype = self.weapon["element"]
self.eattack = self.weapon["element_attack"] self.eattack = self.weapon["element_attack"]

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