v2.5.4: fixed flashbang bomb not properly using electricity dmg type

This commit is contained in:
Evan Debenham
2024-10-04 10:08:26 -04:00
parent 2e69f14118
commit e92ed1276c
2 changed files with 1 additions and 2 deletions

View File

@@ -28,7 +28,6 @@ import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;

View File

@@ -71,7 +71,7 @@ public class FlashBangBomb extends Bomb {
for (Char ch : affected){
//25% bonus damage and 10 turns of stun
int damage = Math.round(Random.NormalIntRange(4 + Dungeon.scalingDepth(), 12 + 3*Dungeon.scalingDepth()) / 4f);
ch.damage(damage, Electricity.class);
ch.damage(damage, new Electricity());
if (ch.isAlive()) Buff.prolong(ch, Paralysis.class, Paralysis.DURATION);
arcs.add(new Lightning.Arc(DungeonTilemap.tileCenterToWorld(cell), ch.sprite.center()));