diff --git a/src/abilities/Bounty-Hunter.ts b/src/abilities/Bounty-Hunter.ts index bcc51a634..089839570 100644 --- a/src/abilities/Bounty-Hunter.ts +++ b/src/abilities/Bounty-Hunter.ts @@ -146,8 +146,6 @@ export default (G: Game) => { const targetOriginalHealth = target.health; const ability = this; - ability.end(); - G.Phaser.camera.shake(0.01, 150, true, G.Phaser.camera.SHAKE_HORIZONTAL, true); const damage = new Damage( ability.creature, // Attacker @@ -157,18 +155,26 @@ export default (G: Game) => { G, ); target.takeDamage(damage); + G.Phaser.camera.shake(0.01, 150, true, G.Phaser.camera.SHAKE_HORIZONTAL, true); /** damage dealt is original health - current health * if current health is lower than damage dealt, * and the ability is upgraded, + * and the target is alive * make a second attack */ - if ((targetOriginalHealth - target.health >= target.health) && !target.dead && this.isUpgraded()) { - // Added a delay for the second attack + if ( + targetOriginalHealth - target.health >= target.health && + !target.dead && + this.isUpgraded() + ) { + // Added a delay for the second attack with a custom log message setTimeout(() => { G.Phaser.camera.shake(0.01, 150, true, G.Phaser.camera.SHAKE_HORIZONTAL, true); target.takeDamage(damage); + ability.end(true); + G.log('%CreatureName' + ability.creature.id + '% used ' + ability.title + ' twice'); }, 1000); - } + } else ability.end(); }, },