v2.0.0: fixed hiding mimics not counting for gladiator's combo

This commit is contained in:
Evan Debenham
2022-12-30 13:08:51 -05:00
parent d9cbac927f
commit 46d1483e9e
2 changed files with 8 additions and 3 deletions

View File

@@ -62,6 +62,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vertigo;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.huntress.NaturesPower;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.warrior.Endure;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Monk;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Snake;
@@ -436,7 +437,8 @@ public class Hero extends Char {
public boolean shoot( Char enemy, MissileWeapon wep ) {
this.enemy = enemy;
boolean wasEnemy = enemy.alignment == Alignment.ENEMY;
boolean wasEnemy = enemy.alignment == Alignment.ENEMY
|| (enemy instanceof Mimic && enemy.alignment == Alignment.NEUTRAL);
//temporarily set the hero's weapon to the missile weapon being used
//TODO improve this!
@@ -1922,7 +1924,8 @@ public class Hero extends Char {
public void onAttackComplete() {
AttackIndicator.target(enemy);
boolean wasEnemy = enemy.alignment == Alignment.ENEMY;
boolean wasEnemy = enemy.alignment == Alignment.ENEMY
|| (enemy instanceof Mimic && enemy.alignment == Alignment.NEUTRAL);
boolean hit = attack( enemy );

View File

@@ -33,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor;
@@ -122,7 +123,8 @@ public class Shockwave extends ArmorAbility {
}
if (Random.Int(10) < 3*hero.pointsInTalent(Talent.STRIKING_WAVE)){
boolean wasEnemy = ch.alignment == Char.Alignment.ENEMY;
boolean wasEnemy = ch.alignment == Char.Alignment.ENEMY
|| (ch instanceof Mimic && ch.alignment == Char.Alignment.NEUTRAL);
damage = hero.attackProc(ch, damage);
ch.damage(damage, hero);
if (hero.subClass == HeroSubClass.GLADIATOR && wasEnemy){