v2.5.4: fixed flashbang bomb not properly using electricity dmg type
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@@ -28,7 +28,6 @@ import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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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.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
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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.BlastParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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+1
-1
@@ -71,7 +71,7 @@ public class FlashBangBomb extends Bomb {
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for (Char ch : affected){
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for (Char ch : affected){
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//25% bonus damage and 10 turns of stun
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//25% bonus damage and 10 turns of stun
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int damage = Math.round(Random.NormalIntRange(4 + Dungeon.scalingDepth(), 12 + 3*Dungeon.scalingDepth()) / 4f);
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int damage = Math.round(Random.NormalIntRange(4 + Dungeon.scalingDepth(), 12 + 3*Dungeon.scalingDepth()) / 4f);
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ch.damage(damage, Electricity.class);
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ch.damage(damage, new Electricity());
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if (ch.isAlive()) Buff.prolong(ch, Paralysis.class, Paralysis.DURATION);
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if (ch.isAlive()) Buff.prolong(ch, Paralysis.class, Paralysis.DURATION);
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arcs.add(new Lightning.Arc(DungeonTilemap.tileCenterToWorld(cell), ch.sprite.center()));
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arcs.add(new Lightning.Arc(DungeonTilemap.tileCenterToWorld(cell), ch.sprite.center()));
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