v0.3.1b: refactored paralysis, now works properly when there are multiple paralysis sources

This commit is contained in:
Evan Debenham
2015-09-03 19:06:14 -04:00
parent 7f5e4a8d22
commit 9c861427e3
8 changed files with 17 additions and 23 deletions
@@ -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)) {