v2.4.0: improved when the player taps on an enemy that charmed them
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@@ -141,6 +141,7 @@ actors.buffs.championenemy$growing.desc=Growing champions gain a steadily increa
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actors.buffs.charm.name=charmed
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actors.buffs.charm.heromsg=You are charmed!
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actors.buffs.charm.cant_attack=You are charmed by that enemy and can't attack them.
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actors.buffs.charm.desc=A charm is manipulative magic that can make enemies temporarily adore each other.\n\nCharacters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however. The shock of pain will lessen the duration of charm.\n\nTurns of charm remaining: %s.
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actors.buffs.chill.name=chilled
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@@ -43,6 +43,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Berserk;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bless;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Combo;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Foresight;
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@@ -1305,7 +1306,13 @@ public class Hero extends Char {
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enemy = action.target;
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if (enemy.isAlive() && canAttack( enemy ) && !isCharmedBy( enemy ) && enemy.invisible == 0) {
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if (isCharmedBy( enemy )){
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GLog.w( Messages.get(Charm.class, "cant_attack"));
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ready();
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return false;
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}
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if (enemy.isAlive() && canAttack( enemy ) && enemy.invisible == 0) {
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if (heroClass != HeroClass.DUELIST
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&& hasTalent(Talent.AGGRESSIVE_BARRIER)
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