v0.3.0c: trap refactor pt2, traps completely changed to work based on instantiable trap objects instead of terrain types
This makes the trap system far more extendable.
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@@ -30,6 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfMindVision
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFireblast;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfMagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dagger;
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@@ -119,6 +120,9 @@ public enum HeroClass {
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if (!Dungeon.isChallenged(Challenges.NO_FOOD))
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new Food().identify().collect();
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hero.HP = hero.HT = 10000;
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new WandOfFireblast().identify().upgrade(50).collect();
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}
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public Badges.Badge masteryBadge() {
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