Merge remote-tracking branch 'origin/master'

This commit is contained in:
Evan Debenham
2014-08-15 09:11:47 -04:00
8 changed files with 38 additions and 15 deletions
@@ -367,7 +367,7 @@ public abstract class Char extends Actor {
sprite.showStatus( CharSprite.NEGATIVE, "bleeding" );
} else if (buff instanceof Sleep) {
} else if (buff instanceof Sleep || buff instanceof MagicalSleep) {
sprite.idle();
}
@@ -35,10 +35,18 @@ public class Drowsy extends Buff {
@Override
public boolean act(){
if (placed) {
Buff.affect(target, MagicalSleep.class);
if (target instanceof Hero)
GLog.i("You fall into a deep magical sleep.");
detach();
if (target.HP == target.HT) {
GLog.i("You are too healthy, and resist the urge to sleep.");
detach();
} else {
GLog.i("You fall into a deep magical sleep.");
Buff.affect(target, MagicalSleep.class);
detach();
}
else
Buff.affect(target, MagicalSleep.class);
return true;
} else {
placed = true;
@@ -21,6 +21,7 @@ import java.util.ArrayList;
import java.util.HashSet;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.watabou.noosa.Camera;
import com.watabou.noosa.Game;
import com.watabou.noosa.audio.Sample;
@@ -823,7 +824,7 @@ public class Hero extends Char {
restoreHealth = false;
if (this.buff(Drowsy.class) != null){
Buff.detach(this, Drowsy.class);
GLog.i("The pain helps you resist the urge to sleep.");
GLog.w("The pain helps you resist the urge to sleep.");
}
super.damage( dmg, src );
@@ -1101,6 +1102,7 @@ public class Hero extends Char {
this.HP = HT;
//TODO: add sparkle effect
new Flare(8, 32).color(0xFFFF66, true).show(sprite, 2f);
CellEmitter.get(this.pos).start(Speck.factory(Speck.LIGHT), 0.2f, 3);
ankh.detach(belongings.backpack);
@@ -294,10 +294,6 @@ public abstract class Mob extends Char {
} else if (buff instanceof Terror) {
state = State.FLEEING;
} else if (buff instanceof Sleep || buff instanceof MagicalSleep) {
if (sprite != null) {
//new Flare( 4, 32 ).color( 0x44ffff, true ).show( sprite, 2f ) ;
this.sprite().showSleep();
}
state = State.SLEEPING;
this.sprite().showSleep();
postpone( Sleep.SWS );