v2.5.0: fixed wondrous resin affecting chaos elementals

This commit is contained in:
Evan Debenham
2024-06-26 14:22:20 -04:00
parent a59a018d5b
commit edca8b09a5

View File

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