v3.2.2: fixed shield of light not applying to bone explosion
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@@ -25,6 +25,9 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets;
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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.buffs.AscensionChallenge;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.ShieldOfLight;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfLivingEarth;
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@@ -32,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Earthroot;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.SkeletonSprite;
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import com.shatteredpixel.shatteredpixeldungeon.ui.TargetHealthIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.PathFinder;
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@@ -91,6 +95,22 @@ public class Skeleton extends Mob {
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damage -= (preDmg - damage); //apply the flat reduction twice
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}
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ShieldOfLight.ShieldOfLightTracker shield = ch.buff( ShieldOfLight.ShieldOfLightTracker.class);
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if (shield != null && shield.object == id()){
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int min = 1 + Dungeon.hero.pointsInTalent(Talent.SHIELD_OF_LIGHT);
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damage -= Random.NormalIntRange(min, 2*min);
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damage -= Random.NormalIntRange(min, 2*min); //apply twice
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damage = Math.max(damage, 0);
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} else if (ch == Dungeon.hero
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&& Dungeon.hero.heroClass != HeroClass.CLERIC
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&& Dungeon.hero.hasTalent(Talent.SHIELD_OF_LIGHT)
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&& TargetHealthIndicator.instance.target() == this){
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//33/50%
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if (Random.Int(6) < 1+Dungeon.hero.pointsInTalent(Talent.SHIELD_OF_LIGHT)){
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damage -= 2; //doubled
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}
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}
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//apply DR twice (with 2 rolls for more consistency)
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damage = Math.max( 0, damage - (ch.drRoll() + ch.drRoll()) );
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ch.damage( damage, this );
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