v3.0.0: blast wave no longer knocks back chars that fall into pits
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@@ -85,7 +85,9 @@ public class WandOfBlastWave extends DamageWand {
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wandProc(ch, chargesPerCast());
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if (ch.alignment != Char.Alignment.ALLY) ch.damage(damageRoll(), this);
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if (ch.pos == bolt.collisionPos + i) {
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//do not push chars that are dieing over a pit, or that move due to the damage
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if ((ch.isAlive() || ch.flying || !Dungeon.level.pit[ch.pos])
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&& ch.pos == bolt.collisionPos + i) {
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Ballistica trajectory = new Ballistica(ch.pos, ch.pos + i, Ballistica.MAGIC_BOLT);
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int strength = 1 + Math.round(buffedLvl() / 2f);
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throwChar(ch, trajectory, strength, false, true, this);
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@@ -100,7 +102,9 @@ public class WandOfBlastWave extends DamageWand {
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wandProc(ch, chargesPerCast());
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ch.damage(damageRoll(), this);
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if (bolt.path.size() > bolt.dist+1 && ch.pos == bolt.collisionPos) {
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//do not push chars that are dieing over a pit, or that move due to the damage
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if ((ch.isAlive() || ch.flying || !Dungeon.level.pit[ch.pos])
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&& bolt.path.size() > bolt.dist+1 && ch.pos == bolt.collisionPos) {
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Ballistica trajectory = new Ballistica(ch.pos, bolt.path.get(bolt.dist + 1), Ballistica.MAGIC_BOLT);
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int strength = buffedLvl() + 3;
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throwChar(ch, trajectory, strength, false, true, this);
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