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Gumball Handling and Bugfixes
* Gumballs now run out of timer. * Reverted a regression, (gumballs with 0 iOpt do not get emptied). * Nano matchups now work correctly.
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@@ -986,7 +986,11 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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// Adaptium/Blastons/Cosmix
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if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) {
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if (attackerStyle < defenderStyle || attackerStyle - defenderStyle == 2)
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if (attackerStyle - defenderStyle == 2)
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defenderStyle += 3;
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if (defenderStyle - attackerStyle == 2)
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defenderStyle -= 3;
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if (attackerStyle < defenderStyle)
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damage = damage * 3 / 2;
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else
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damage = damage * 2 / 3;
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