v2.3.0: consistency pass on variable delays for telegraphed attacks
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@@ -460,7 +460,7 @@ public class DM300 extends Mob {
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pos++;
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}
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}
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Buff.append(this, FallingRockBuff.class, GameMath.gate(TICK, target.cooldown(), 3*TICK)).setRockPositions(rockCells);
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Buff.append(this, FallingRockBuff.class, GameMath.gate(TICK, (int)Math.ceil(target.cooldown()), 3*TICK)).setRockPositions(rockCells);
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}
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@@ -312,7 +312,7 @@ public abstract class Elemental extends Mob {
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}
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GLog.n(Messages.get(this, "charging"));
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spend(GameMath.gate(TICK, (int)Math.ceil(Dungeon.hero.cooldown()), 3*TICK));
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spend(GameMath.gate(attackDelay(), (int)Math.ceil(Dungeon.hero.cooldown()), 3*attackDelay()));
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Dungeon.hero.interrupt();
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return true;
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} else {
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@@ -210,7 +210,7 @@ public class Goo extends Mob {
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if (Dungeon.isChallenged(Challenges.STRONGER_BOSSES)){
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pumpedUp += 2;
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//don't want to overly punish players with slow move or attack speed
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spend(GameMath.gate(attackDelay(), Dungeon.hero.cooldown(), 3*attackDelay()));
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spend(GameMath.gate(attackDelay(), (int)Math.ceil(enemy.cooldown()), 3*attackDelay()));
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} else {
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pumpedUp++;
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spend( attackDelay() );
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@@ -240,7 +240,7 @@ public class RipperDemon extends Mob {
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//get ready to leap
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leapPos = targetPos;
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//don't want to overly punish players with slow move or attack speed
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spend(GameMath.gate(TICK, enemy.cooldown(), 3*TICK));
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spend(GameMath.gate(attackDelay(), (int)Math.ceil(enemy.cooldown()), 3*attackDelay()));
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if (Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[leapPos]){
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GLog.w(Messages.get(RipperDemon.this, "leap"));
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sprite.parent.addToBack(new TargetedCell(leapPos, 0xFF0000));
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@@ -303,7 +303,7 @@ public class YogDzewa extends Mob {
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}
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//don't want to overly punish players with slow move or attack speed
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spend(GameMath.gate(TICK, Dungeon.hero.cooldown(), 3*TICK));
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spend(GameMath.gate(TICK, (int)Math.ceil(Dungeon.hero.cooldown()), 3*TICK));
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Dungeon.hero.interrupt();
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abilityCooldown += Random.NormalFloat(MIN_ABILITY_CD, MAX_ABILITY_CD);
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