v1.4.0: BB Goo now has a mechanic to avoid overly punishing slow weps

This commit is contained in:
Evan Debenham
2022-08-05 17:50:28 -04:00
parent a78dd8a2ff
commit 0eaf294309
@@ -44,6 +44,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.BossHealthBar;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.Camera; import com.watabou.noosa.Camera;
import com.watabou.utils.Bundle; import com.watabou.utils.Bundle;
import com.watabou.utils.GameMath;
import com.watabou.utils.PathFinder; import com.watabou.utils.PathFinder;
import com.watabou.utils.Random; import com.watabou.utils.Random;
@@ -199,9 +200,13 @@ public class Goo extends Mob {
} else { } else {
pumpedUp++;
if (Dungeon.isChallenged(Challenges.STRONGER_BOSSES)){ if (Dungeon.isChallenged(Challenges.STRONGER_BOSSES)){
pumpedUp += 2;
//don't want to overly punish players with slow move or attack speed
spend(GameMath.gate(attackDelay(), Dungeon.hero.cooldown(), 3*attackDelay()));
} else {
pumpedUp++; pumpedUp++;
spend( attackDelay() );
} }
((GooSprite)sprite).pumpUp( pumpedUp ); ((GooSprite)sprite).pumpUp( pumpedUp );
@@ -211,8 +216,6 @@ public class Goo extends Mob {
GLog.n( Messages.get(this, "pumpup") ); GLog.n( Messages.get(this, "pumpup") );
} }
spend( attackDelay() );
return true; return true;
} }
} }