v0.3.1b: refactored paralysis, now works properly when there are multiple paralysis sources
This commit is contained in:
@@ -153,7 +153,7 @@ public abstract class Mob extends Char {
|
||||
|
||||
sprite.hideAlert();
|
||||
|
||||
if (paralysed) {
|
||||
if (paralysed > 0) {
|
||||
enemySeen = false;
|
||||
spend( TICK );
|
||||
return true;
|
||||
@@ -340,7 +340,7 @@ public abstract class Mob extends Char {
|
||||
|
||||
@Override
|
||||
public int defenseSkill( Char enemy ) {
|
||||
if (enemySeen && !paralysed) {
|
||||
if (enemySeen && paralysed == 0) {
|
||||
int defenseSkill = this.defenseSkill;
|
||||
int penalty = 0;
|
||||
for (Buff buff : enemy.buffs(RingOfAccuracy.Accuracy.class)) {
|
||||
|
||||
Reference in New Issue
Block a user