v2.5.0: fixed wondrous resin affecting chaos elementals
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@@ -129,7 +129,7 @@ public class CursedWand {
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}
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private static boolean commonEffect(final Item origin, final Char user, final int targetPos){
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boolean positiveOnly = Random.Float() < WondrousResin.positiveCurseEffectChance();
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boolean positiveOnly = user == Dungeon.hero && Random.Float() < WondrousResin.positiveCurseEffectChance();
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switch(Random.Int(4)){
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//anti-entropy
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@@ -192,7 +192,7 @@ public class CursedWand {
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}
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private static boolean uncommonEffect(final Item origin, final Char user, final int targetPos){
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boolean positiveOnly = Random.Float() < WondrousResin.positiveCurseEffectChance();
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boolean positiveOnly = user == Dungeon.hero && Random.Float() < WondrousResin.positiveCurseEffectChance();
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switch(Random.Int(4)){
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//Random plant
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@@ -273,7 +273,7 @@ public class CursedWand {
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}
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private static boolean rareEffect(final Item origin, final Char user, final int targetPos){
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boolean positiveOnly = Random.Float() < WondrousResin.positiveCurseEffectChance();
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boolean positiveOnly = user == Dungeon.hero && Random.Float() < WondrousResin.positiveCurseEffectChance();
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switch(Random.Int(4)){
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//sheep transformation
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@@ -355,7 +355,7 @@ public class CursedWand {
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}
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private static boolean veryRareEffect(final Item origin, final Char user, final int targetPos){
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boolean positiveOnly = Random.Float() < WondrousResin.positiveCurseEffectChance();
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boolean positiveOnly = user == Dungeon.hero && Random.Float() < WondrousResin.positiveCurseEffectChance();
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switch( Random.Int(4) ){
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//great forest fire!
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