v2.3.0: consistency pass on variable delays for telegraphed attacks

This commit is contained in:
Evan Debenham
2023-10-30 13:16:14 -04:00
parent a7ded9be41
commit 9aea6b3e0e
5 changed files with 5 additions and 5 deletions
@@ -460,7 +460,7 @@ public class DM300 extends Mob {
pos++;
}
}
Buff.append(this, FallingRockBuff.class, GameMath.gate(TICK, target.cooldown(), 3*TICK)).setRockPositions(rockCells);
Buff.append(this, FallingRockBuff.class, GameMath.gate(TICK, (int)Math.ceil(target.cooldown()), 3*TICK)).setRockPositions(rockCells);
}
@@ -312,7 +312,7 @@ public abstract class Elemental extends Mob {
}
GLog.n(Messages.get(this, "charging"));
spend(GameMath.gate(TICK, (int)Math.ceil(Dungeon.hero.cooldown()), 3*TICK));
spend(GameMath.gate(attackDelay(), (int)Math.ceil(Dungeon.hero.cooldown()), 3*attackDelay()));
Dungeon.hero.interrupt();
return true;
} else {
@@ -210,7 +210,7 @@ public class Goo extends Mob {
if (Dungeon.isChallenged(Challenges.STRONGER_BOSSES)){
pumpedUp += 2;
//don't want to overly punish players with slow move or attack speed
spend(GameMath.gate(attackDelay(), Dungeon.hero.cooldown(), 3*attackDelay()));
spend(GameMath.gate(attackDelay(), (int)Math.ceil(enemy.cooldown()), 3*attackDelay()));
} else {
pumpedUp++;
spend( attackDelay() );
@@ -240,7 +240,7 @@ public class RipperDemon extends Mob {
//get ready to leap
leapPos = targetPos;
//don't want to overly punish players with slow move or attack speed
spend(GameMath.gate(TICK, enemy.cooldown(), 3*TICK));
spend(GameMath.gate(attackDelay(), (int)Math.ceil(enemy.cooldown()), 3*attackDelay()));
if (Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[leapPos]){
GLog.w(Messages.get(RipperDemon.this, "leap"));
sprite.parent.addToBack(new TargetedCell(leapPos, 0xFF0000));
@@ -303,7 +303,7 @@ public class YogDzewa extends Mob {
}
//don't want to overly punish players with slow move or attack speed
spend(GameMath.gate(TICK, Dungeon.hero.cooldown(), 3*TICK));
spend(GameMath.gate(TICK, (int)Math.ceil(Dungeon.hero.cooldown()), 3*TICK));
Dungeon.hero.interrupt();
abilityCooldown += Random.NormalFloat(MIN_ABILITY_CD, MAX_ABILITY_CD);