v0.4.1: rebalance to the stats and some effects of all damage dealing wands

This commit is contained in:
Evan Debenham
2016-07-09 18:45:46 -04:00
committed by Evan Debenham
parent 85c17dcd40
commit 025783f781
10 changed files with 37 additions and 35 deletions
@@ -68,11 +68,11 @@ public class WandOfPrismaticLight extends Wand {
}
private void affectTarget(Char ch){
int dmg = Random.NormalIntRange(level(), (int) (8+(level()*(level()/5f))));
int dmg = Random.NormalIntRange(1+level(), 5+3*level());
//three in (5+lvl) chance of failing
if (Random.Int(5+level()) >= 3) {
Buff.prolong(ch, Blindness.class, 2f + (level() * 0.34f));
Buff.prolong(ch, Blindness.class, 2f + (level() * 0.333f));
ch.sprite.emitter().burst(Speck.factory(Speck.LIGHT), 6 );
}
@@ -80,7 +80,7 @@ public class WandOfPrismaticLight extends Wand {
ch.sprite.emitter().start( ShadowParticle.UP, 0.05f, 10+level() );
Sample.INSTANCE.play(Assets.SND_BURNING);
ch.damage((int)(dmg*1.5), this);
ch.damage(Math.round(dmg*1.333f), this);
} else {
ch.sprite.centerEmitter().burst( RainbowParticle.BURST, 10+level() );