v0.4.1: big armor redesign
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@@ -29,7 +29,6 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Roots;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Wound;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.TrapSprite;
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import com.watabou.utils.Random;
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public class GrippingTrap extends Trap {
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@@ -44,7 +43,7 @@ public class GrippingTrap extends Trap {
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Char c = Actor.findChar( pos );
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if (c != null) {
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int damage = Math.max( 0, (Dungeon.depth) - Random.IntRange( 0, c.dr() / 2 ) );
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int damage = Math.max( 0, (Dungeon.depth) - ( c.drRoll() / 2 ) );
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Buff.affect( c, Bleeding.class ).set( damage );
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Buff.prolong( c, Cripple.class, 15f);
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Buff.prolong( c, Roots.class, 5f);
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@@ -66,7 +66,7 @@ public class RockfallTrap extends Trap {
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if (ch != null){
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int damage = Random.NormalIntRange(Dungeon.depth, Dungeon.depth*2);
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damage -= Random.IntRange( 0, ch.dr());
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damage -= ch.drRoll();
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ch.damage( Math.max(damage, 0) , this);
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Buff.prolong( ch, Paralysis.class, Paralysis.duration(ch)/2);
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@@ -61,7 +61,7 @@ public class SpearTrap extends Trap {
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Char ch = Actor.findChar( pos);
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if (ch != null && !ch.flying){
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int damage = Random.NormalIntRange(Dungeon.depth, Dungeon.depth*2);
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damage -= Random.IntRange( 0, ch.dr());
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damage -= ch.drRoll();
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ch.damage( Math.max(damage, 0) , this);
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if (!ch.isAlive() && ch == Dungeon.hero){
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Dungeon.fail( getClass() );
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