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(Amended for gameData updates) |
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Line 72: | Line 72: | ||
elseif statName == 'damageReduction' then | elseif statName == 'damageReduction' then | ||
return p.getEquipmentStat(monster, 'damageReduction') | return p.getEquipmentStat(monster, 'damageReduction') | ||
elseif statName == ' | elseif statName == 'resistanceAbyssal' then | ||
return p.getEquipmentStat(monster, ' | return p.getEquipmentStat(monster, 'resistanceAbyssal') | ||
elseif statName == 'resistanceEternal' then | |||
return p.getEquipmentStat(monster, 'resistanceEternal') | |||
elseif statName == 'drReduction' then | elseif statName == 'drReduction' then | ||
return p._getMonsterDrReduction(monster) | return p._getMonsterDrReduction(monster) | ||
Line 362: | Line 364: | ||
function p._getMonsterResistance(monster) | function p._getMonsterResistance(monster) | ||
local amount, text = nil, nil | local amount, text = nil, nil | ||
if monster.damageType == 'melvorItA:Abyssal' then | -- Currently all Eternal damage monsters have Abyssal Resistance | ||
amount = p._getMonsterStat(monster, ' | -- This may change in the future. If so, uncomment the below and delete this. | ||
if monster.damageType == 'melvorItA:Abyssal' or monster.damageType == 'melvorItA:Eternal' then | |||
amount = p._getMonsterStat(monster, 'resistanceAbyssal') | |||
text = 'Abyssal Resistance' | text = 'Abyssal Resistance' | ||
--elseif monster.damageType == 'melvorItA:Eternal' then | |||
-- amount = p._getMonsterStat(monster, 'resistanceEternal') | |||
-- text = 'Eternal Resistance' | |||
else | else | ||
amount = p._getMonsterStat(monster, 'damageReduction') | amount = p._getMonsterStat(monster, 'damageReduction') |