local GhostArmor = extend(Buff) GhostArmor.tags = {'dodge'} GhostArmor.runeChance = 0 function GhostArmor:prehurt(amount, source, kind) local hasBastion = self.unit:upgradeLevel('temperedbastion') > 0 local chance = (hasBastion and ctx.player.dead) and 1 or (self.runeChance + .05 + .05 * self.unit:upgradeLevel('ghostarmor')) if kind and table.has(kind, 'attack') and love.math.random() < chance then return 0 end return amount end function GhostArmor:bonuses() local bonuses = {} if self.runeChance > 0 then table.insert(bonuses, {'Runes', lume.round(self.runeChance * 100) .. '%', 'dodge chance'}) end return bonuses end return GhostArmor