v0.2.4: made potions susceptible to cold, refactored a bit of buff logic.
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@@ -36,7 +36,6 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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@@ -75,25 +74,26 @@ public class Burning extends Buff implements Hero.Doom {
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target.damage( Random.Int( 1, 5 ), this );
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if (target instanceof Hero) {
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Item item = ((Hero)target).belongings.randomUnequipped();
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Hero hero = (Hero)target;
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Item item = hero.belongings.randomUnequipped();
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if (item instanceof Scroll) {
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item = item.detach( ((Hero)target).belongings.backpack );
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item = item.detach( hero.belongings.backpack );
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GLog.w( TXT_BURNS_UP, item.toString() );
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Heap.burnFX( target.pos );
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Heap.burnFX( hero.pos );
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} else if (item instanceof MysteryMeat) {
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item = item.detach( ((Hero)target).belongings.backpack );
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item = item.detach( hero.belongings.backpack );
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ChargrilledMeat steak = new ChargrilledMeat();
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if (!steak.collect( ((Hero)target).belongings.backpack )) {
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Dungeon.level.drop( steak, target.pos ).sprite.drop();
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if (!steak.collect( hero.belongings.backpack )) {
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Dungeon.level.drop( steak, hero.pos ).sprite.drop();
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}
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GLog.w( TXT_BURNS_UP, item.toString() );
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Heap.burnFX( target.pos );
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Heap.burnFX( hero.pos );
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}
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