v0.7.0: adjusted succubi charm proc effect
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@@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Barrier;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Light;
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@@ -72,12 +73,18 @@ public class Succubus extends Mob {
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damage = super.attackProc( enemy, damage );
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if (enemy.buff(Charm.class) != null ){
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HP = Math.min(HT, HP + damage);
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int shield = (HP - HT) + (5 + damage);
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if (shield > 0){
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HP = HT;
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Buff.affect(this, Barrier.class).set(shield);
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} else {
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HP += 5 + damage;
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}
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sprite.emitter().burst( Speck.factory( Speck.HEALING ), 2 );
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Sample.INSTANCE.play( Assets.SND_CHARMS );
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} else if (Random.Int( 3 ) == 0) {
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//attack will reduce by 5 turns, so effectively 3-6 turns
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Buff.affect( enemy, Charm.class, Random.IntRange( 3, 6 ) + 5 ).object = id();
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//attack will reduce by 5 turns, so effectively 3-4 turns
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Buff.affect( enemy, Charm.class, Random.IntRange( 3, 4 ) + 5 ).object = id();
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enemy.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 5 );
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Sample.INSTANCE.play( Assets.SND_CHARMS );
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}
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