v2.3.0: slightly reduced damage from gnoll rock attacks and gnoll guards
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@@ -692,7 +692,7 @@ public class GnollGeomancer extends Mob {
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}
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if (ch != null && !(ch instanceof GnollGeomancer)){
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ch.damage(Random.NormalIntRange(8, 12), new GnollGeomancer.Boulder());
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ch.damage(Random.NormalIntRange(6, 12), new GnollGeomancer.Boulder());
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if (ch.isAlive()){
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Buff.prolong( ch, Paralysis.class, ch instanceof GnollGuard ? 10 : 3 );
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@@ -795,7 +795,7 @@ public class GnollGeomancer extends Mob {
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@Override
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public void affectChar(Char ch) {
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ch.damage(Random.NormalIntRange(8, 12), this);
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ch.damage(Random.NormalIntRange(6, 12), this);
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if (ch.isAlive()) {
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Buff.prolong(ch, Paralysis.class, ch instanceof GnollGuard ? 10 : 3);
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} else if (ch == Dungeon.hero){
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@@ -82,7 +82,7 @@ public class GnollGuard extends Mob {
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@Override
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public int damageRoll() {
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if (enemy != null && !Dungeon.level.adjacent(pos, enemy.pos)){
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return Random.NormalIntRange( 18, 24 );
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return Random.NormalIntRange( 16, 22 );
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} else {
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return Random.NormalIntRange( 6, 12 );
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}
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@@ -81,7 +81,7 @@ public class GnollRockfallTrap extends RockfallTrap {
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if (ch != null && ch.isAlive() && !(ch instanceof GnollGeomancer)){
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//deals notably less damage than a regular rockfall trap, but ignores armor
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int damage = Random.NormalIntRange(8, 12);
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int damage = Random.NormalIntRange(6, 12);
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ch.damage( Math.max(damage, 0) , this);
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//guards take full paralysis, otherwise just a little
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