From db510485a66f5daab3afab657e1d69e6c7b4b89e Mon Sep 17 00:00:00 2001
From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54>
Date: Mon, 30 Jul 2012 19:49:05 +0000
Subject: [PATCH] When Mind damage is saved against it still deals half of it

git-svn-id: http://svn.net-core.org/repos/t-engine4@5402 51575b47-30f0-44d4-a5cc-537603b46e54
---
 game/modules/tome/data/damage_types.lua | 9 +++++----
 1 file changed, 5 insertions(+), 4 deletions(-)

diff --git a/game/modules/tome/data/damage_types.lua b/game/modules/tome/data/damage_types.lua
index 8cd369c24a..44d1e16f3e 100644
--- a/game/modules/tome/data/damage_types.lua
+++ b/game/modules/tome/data/damage_types.lua
@@ -71,7 +71,7 @@ setDefaultProjector(function(src, x, y, type, dam, tmp, no_martyr)
 					print("[PROJECTOR] after inc_damage_actor_type", dam + (dam * inc / 100))
 				end
 			end
-			
+
 			-- Increases damage to sleeping targets
 			if target:attr("sleep") and src.attr and src:attr("night_terror") then
 				inc = inc + src:attr("night_terror")
@@ -281,7 +281,7 @@ setDefaultProjector(function(src, x, y, type, dam, tmp, no_martyr)
 				dam = 0
 			end
 		end
-		
+
 		print("[PROJECTOR] final dam", dam)
 
 		local hd = {"DamageProjector:final", src=src, x=x, y=y, type=type, dam=dam}
@@ -494,6 +494,7 @@ newDamageType{
 				return DamageType.defaultProjector(src, x, y, type, dam)
 			else
 				game.logSeen(target, "%s resists the mind attack!", target.name:capitalize())
+				return DamageType.defaultProjector(src, x, y, type, dam / 2)
 			end
 		end
 		return 0
@@ -2091,7 +2092,7 @@ newDamageType{
 			tmp[target] = true
 			local old_pen = 0
 			-- Spike resists pen
-			if dam.penetrate then 
+			if dam.penetrate then
 				old_pen = src.resists_pen and src.resists_pen[engine.DamageType.PHYSICAL] or 0
 				src.resists_pen[engine.DamageType.PHYSICAL] = 100
 			end
@@ -2115,7 +2116,7 @@ newDamageType{
 			end
 			-- Do knockback
 			if dam.knockback then
-				if target:checkHit(src:combatMindpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then 
+				if target:checkHit(src:combatMindpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
 					target:knockback(src.x, src.y, dam.knockback)
 					target:crossTierEffect(target.EFF_OFFBALANCE, src:combatMindpower())
 					game.logSeen(target, "%s is knocked back!", target.name:capitalize())
-- 
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