v3.0.0: fixed a typo and an error with phantom piranhas and cleric spell
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@@ -697,7 +697,7 @@ actors.hero.spells.walloflight.name=wall of light
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actors.hero.spells.walloflight.short_desc=Creates a wall that blocks enemies.
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actors.hero.spells.walloflight.desc=The Paladin creates a wall made out of panels of solid light directly in front of themselves which is 1 tile thick, %1$d tiles wide, and lasts for 20 turns.\n\nThis wall acts just like a regular once, except it can be seen through. Enemies that are caught in the wall when its created will be momentarily stunned and pushed back if possible. Anything stuck in the wall will be able to move out of it.\n\nThe wall can be cast in any of the four cardinal or four diagonal directions. If a wall is already active, the spell can be re-used for free to instantly clear the wall.
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actors.hero.spells.walloflight.early_end=You dispel the wall of light.
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actors.hero.spells.walloflight$lightwall.desc=Shimmering panels are light are blocking passage here.
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actors.hero.spells.walloflight$lightwall.desc=Shimmering panels of light are blocking passage here.
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##main hero
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actors.hero.hero.name=you
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@@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.ClericSpell;
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import com.shatteredpixel.shatteredpixeldungeon.items.food.PhantomMeat;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
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@@ -49,7 +50,7 @@ public class PhantomPiranha extends Piranha {
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public void damage(int dmg, Object src) {
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Char dmgSource = null;
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if (src instanceof Char) dmgSource = (Char)src;
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if (src instanceof Wand) dmgSource = Dungeon.hero;
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if (src instanceof Wand || src instanceof ClericSpell) dmgSource = Dungeon.hero;
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if (dmgSource == null || !Dungeon.level.adjacent(pos, dmgSource.pos)){
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dmg = Math.round(dmg/2f); //halve damage taken if we are going to teleport
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