v2.0.1: fixed charging eyes melee attacking after recent ranged AI fix

This commit is contained in:
Evan Debenham
2023-03-25 12:29:24 -04:00
parent 476575744b
commit 659eb6c9f7

View File

@@ -69,7 +69,7 @@ public class Eye extends Mob {
@Override
public int damageRoll() {
return Random.NormalIntRange(20, 30);
return Random.NormalIntRange(0, 0);
}
@Override
@@ -126,7 +126,7 @@ public class Eye extends Mob {
protected boolean doAttack( Char enemy ) {
beam = new Ballistica(pos, enemy.pos, Ballistica.STOP_SOLID);
if (beamCooldown > 0 || !beam.subPath(1, beam.dist).contains(enemy.pos)) {
if (beamCooldown > 0 || (!beamCharged && !beam.subPath(1, beam.dist).contains(enemy.pos))) {
return super.doAttack(enemy);
} else if (!beamCharged){
((EyeSprite)sprite).charge( enemy.pos );
@@ -184,7 +184,7 @@ public class Eye extends Mob {
}
if (hit( this, ch, true )) {
int dmg = Random.NormalIntRange( 30, 50 );
int dmg = Random.NormalIntRange( 0, 0 );
dmg = Math.round(dmg * AscensionChallenge.statModifier(this));
ch.damage( dmg, new DeathGaze() );