HelpScorpion Issue

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Scorpion Issue
So I am trying to implement the final pet ability 'Rising Fury' when I came across this issue...
The 'AoE' damage doesn't effect the shore monster...
https://gyazo.com/f2a6f059cf30e0275b6a35f79f351f00

The ability works fine on Gods,
https://gyazo.com/36aad9bbb681e44cc524eed07f452c9e

When running the code below, only 1 (sometimes 2) monsters can detected on the shore,

Attempt #1
Code:
foreach (Entity i in host.Owner.EnemiesCollision.HitTest(host.X, host.Y, Range))
{
     Console.WriteLine("entity found");
      if (i is Enemy)
      {
          Console.WriteLine("enemy found");
          Enemy dmgthis = i as Enemy;
          dmgthis.Damage(host.GetPlayerOwner(), time, Power, false, new ConditionEffect { });
       }
}
Attempt #2
Code:
var entities = host.GetNearestEntities(Range);
foreach (Entity e in entities)
{
    if (e is Enemy)
    {
        Enemy dmgthis = e as Enemy;
         dmgthis.Damage(host.GetPlayerOwner(), time, Power, false, new ConditionEffect { });
      }
 }
Attempt #3
Code:
host.Owner.Aoe(target, (float)Range, false, enemy =>
{
    (enemy as Enemy).Damage(host.GetPlayerOwner(), time, Power, false, new ConditionEffect {});
});
I then checked whether the necromancer's skull and huntress' trap worked, and surprisingly they do not kill all scorpions on the shore!
However, the assassin's poison grenade does which I inspected and didn't see anything that's different.
I am really stuck here lol.
Quote Originally Posted by FlashFlyyy View Post
So I am trying to implement the final pet ability 'Rising Fury' when I came across this issue...
The 'AoE' damage doesn't effect the shore monster...
https://gyazo.com/f2a6f059cf30e0275b6a35f79f351f00

The ability works fine on Gods,
https://gyazo.com/36aad9bbb681e44cc524eed07f452c9e

When running the code below, only 1 (sometimes 2) monsters can detected on the shore,

Attempt #1
Code:
foreach (Entity i in host.Owner.EnemiesCollision.HitTest(host.X, host.Y, Range))
{
     Console.WriteLine("entity found");
      if (i is Enemy)
      {
          Console.WriteLine("enemy found");
          Enemy dmgthis = i as Enemy;
          dmgthis.Damage(host.GetPlayerOwner(), time, Power, false, new ConditionEffect { });
       }
}
Attempt #2
Code:
var entities = host.GetNearestEntities(Range);
foreach (Entity e in entities)
{
    if (e is Enemy)
    {
        Enemy dmgthis = e as Enemy;
         dmgthis.Damage(host.GetPlayerOwner(), time, Power, false, new ConditionEffect { });
      }
 }
Attempt #3
Code:
host.Owner.Aoe(target, (float)Range, false, enemy =>
{
    (enemy as Enemy).Damage(host.GetPlayerOwner(), time, Power, false, new ConditionEffect {});
});
I then checked whether the necromancer's skull and huntress' trap worked, and surprisingly they do not kill all scorpions on the shore!
However, the assassin's poison grenade does which I inspected and didn't see anything that's different.
I am really stuck here lol.
you sure you know how rising fury works? The gifs show incorrect data.
Quote Originally Posted by MikeRaarupBirk View Post
you sure you know how rising fury works? The gifs show incorrect data.
I used this,

https://www.realmeye.com/wiki/pet-abilities

For the moment I haven't implemented the charging up or damage based on distance. I want to get the base done first, then I can worry about that later.
The one I've implemented deals damage based on the level of the stat every so often based on the cooldown.

- - - Updated - - -

Code:
(..)
            else if (Level <= 70)
            {
                double LevelPercentage = Level / 70;
                int PowerBase = 200;
                int PowerRange = 500 - PowerBase;
                Power = PowerBase + (int)Math****und(PowerRange * LevelPercentage);
                return Power;
            }
(...)
It's correct for me.
The problem is the 'AoE' blast, it doesn't damage some select monsters :/

- - - Updated - - -

Nvm fixed it!
@Luverdark plz close
Great.

//closed
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