v2.0.0: red sentries now roll accuracy like other enemies
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@@ -42,6 +42,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.MobSprite;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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@@ -276,14 +277,23 @@ public class SentryRoom extends SpecialRoom {
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}
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public void onZapComplete(){
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Dungeon.hero.damage(Random.NormalIntRange(2+Dungeon.depth/2, 4+Dungeon.depth), new Eye.DeathGaze());
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if (!Dungeon.hero.isAlive()){
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Badges.validateDeathFromEnemyMagic();
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Dungeon.fail( getClass() );
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GLog.n( Messages.capitalize(Messages.get(Char.class, "kill", name())) );
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if (hit(this, Dungeon.hero, true)) {
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Dungeon.hero.damage(Random.NormalIntRange(2 + Dungeon.depth / 2, 4 + Dungeon.depth), new Eye.DeathGaze());
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if (!Dungeon.hero.isAlive()) {
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Badges.validateDeathFromEnemyMagic();
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Dungeon.fail(getClass());
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GLog.n(Messages.capitalize(Messages.get(Char.class, "kill", name())));
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}
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} else {
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Dungeon.hero.sprite.showStatus( CharSprite.NEUTRAL, Dungeon.hero.defenseVerb() );
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}
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}
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@Override
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public int attackSkill(Char target) {
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return 20 + Dungeon.depth * 2;
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}
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@Override
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public int defenseSkill( Char enemy ) {
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return INFINITE_EVASION;
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