v1.2.3: sacrificing duplicated swarms now gives a little progress

This commit is contained in:
Evan Debenham
2022-04-12 16:39:35 -04:00
parent 57727034ec
commit cdfb25586e

View File

@@ -33,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Statue;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Swarm;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Wraith;
import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
@@ -140,13 +141,16 @@ public class SacrificialFire extends Blob {
int exp = 0;
if (ch instanceof Mob) {
//same rates as used in wand of corruption
//same rates as used in wand of corruption, except for swarms
if (ch instanceof Statue || ch instanceof Mimic){
exp = 1 + Dungeon.depth;
} else if (ch instanceof Piranha || ch instanceof Bee) {
exp = 1 + Dungeon.depth/2;
} else if (ch instanceof Wraith) {
exp = 1 + Dungeon.depth/3;
} else if (ch instanceof Swarm && ((Swarm) ch).EXP == 0){
//give 1 exp for child swarms, instead of 0
exp = 1;
} else {
exp = ((Mob)ch).EXP;
}