4,951
edits
(_getMonsterMaxHit: Further fixes for various scenarios which weren't previously accounted for) |
Falterfire (talk | contribs) (Attempting to tweak formatting for Normal Attacks) |
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Line 747: | Line 747: | ||
if isNormalAttackRelevant or normalAttackChance > 0 then | if isNormalAttackRelevant or normalAttackChance > 0 then | ||
local normalDmgText = | --Reformatting slightly - If there are any special attacks, specifically label the Normal Attack | ||
local normalDmgText = ' 1 - '..Shared.formatnum(p._getMonsterBaseMaxHit(monster))..' '..typeText..' Damage' | |||
if normalAttackChance > 0 and normalAttackChance < 100 then | if normalAttackChance > 0 and normalAttackChance < 100 then | ||
normalDmgText = normalAttackChance .. '% ' .. normalDmgText | normalDmgText = normalAttackChance .. '% ' ..iconText..' Normal Attack:\r\n** '..normalDmgText | ||
elseif hasActiveBuffSpec and normalAttackChance == 0 then | elseif hasActiveBuffSpec and normalAttackChance == 0 then | ||
--If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it | --If the monster normally has a 0% chance of doing a normal attack but some special attacks can't be repeated, include it | ||
--(With a note about when it does it) | --(With a note about when it does it) | ||
normalDmgText = normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)' | normalDmgText = iconText..' Normal Attack:\r\n** '..normalDmgText .. ' (Instead of repeating '..table.concat(buffAttacks, ' or ')..' while the effect is already active)' | ||
end | end | ||
result = '* ' .. normalDmgText .. result | result = '* ' .. normalDmgText .. result |