buff fedora, add elite enemies and add impact to attack
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@@ -162,11 +162,16 @@ namespace KernelPanic.Core
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}
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public DamageDealtEvent(CombatantState source, CombatantState target, int amount, Language language, int incomingAmount, int absorbedAmount, bool wasCritical)
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: this(source, target, amount, language, incomingAmount, absorbedAmount, wasCritical, 0, amount)
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: this(source, target, amount, language, incomingAmount, absorbedAmount, wasCritical, 0, amount, false)
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{
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}
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public DamageDealtEvent(CombatantState source, CombatantState target, int amount, Language language, int incomingAmount, int absorbedAmount, bool wasCritical, int shieldDamage, int uptimeDamage)
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: this(source, target, amount, language, incomingAmount, absorbedAmount, wasCritical, shieldDamage, uptimeDamage, false)
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{
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}
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public DamageDealtEvent(CombatantState source, CombatantState target, int amount, Language language, int incomingAmount, int absorbedAmount, bool wasCritical, int shieldDamage, int uptimeDamage, bool trueDamage)
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{
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Source = source;
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Target = target;
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@@ -177,6 +182,7 @@ namespace KernelPanic.Core
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WasCritical = wasCritical;
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ShieldDamage = shieldDamage;
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UptimeDamage = uptimeDamage;
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TrueDamage = trueDamage;
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}
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public CombatantState Source { get; }
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@@ -188,6 +194,7 @@ namespace KernelPanic.Core
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public bool WasCritical { get; }
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public int ShieldDamage { get; }
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public int UptimeDamage { get; }
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public bool TrueDamage { get; }
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public bool WasFullyBlocked => IncomingAmount > 0 && UptimeDamage <= 0;
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public bool WasMitigated => ShieldDamage > 0 || AbsorbedAmount > 0 || WasFullyBlocked;
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}
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