v2.5.0: blooming now makes furrowed grass when turtling in boss fights
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+5
@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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@@ -97,7 +98,11 @@ public class Blooming extends Weapon.Enchantment {
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if ((t == Terrain.EMPTY || t == Terrain.EMPTY_DECO || t == Terrain.EMBERS
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if ((t == Terrain.EMPTY || t == Terrain.EMPTY_DECO || t == Terrain.EMBERS
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|| t == Terrain.GRASS || t == Terrain.FURROWED_GRASS)
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|| t == Terrain.GRASS || t == Terrain.FURROWED_GRASS)
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&& Dungeon.level.plants.get(cell) == null){
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&& Dungeon.level.plants.get(cell) == null){
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if (!Regeneration.regenOn()){
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Level.set(cell, Terrain.FURROWED_GRASS);
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} else {
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Level.set(cell, Terrain.HIGH_GRASS);
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Level.set(cell, Terrain.HIGH_GRASS);
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}
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GameScene.updateMap(cell);
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GameScene.updateMap(cell);
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CellEmitter.get( cell ).burst( LeafParticle.LEVEL_SPECIFIC, 4 );
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CellEmitter.get( cell ).burst( LeafParticle.LEVEL_SPECIFIC, 4 );
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return true;
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return true;
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