v0.3.0: added chilled debuff
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@@ -229,7 +229,8 @@ public class Weapon extends KindOfWeapon {
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public ItemSprite.Glowing glowing() {
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return enchantment != null ? enchantment.glowing() : null;
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}
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//FIXME: most enchantment names are pretty broken, should refactor
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public static abstract class Enchantment implements Bundlable {
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private static final Class<?>[] enchants = new Class<?>[]{
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@@ -19,6 +19,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Chill;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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@@ -39,8 +40,8 @@ public class Slow extends Weapon.Enchantment {
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if (Random.Int( level + 4 ) >= 3) {
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Buff.prolong( defender, com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Slow.class,
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Random.Float( 1, 1.5f + level ) );
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Buff.affect( defender, Chill.class,
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Random.Float( 1, 3f ) );
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return true;
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} else {
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