v0.4.1: reduced the up-front damage of chasms, but added a bleed effect
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@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.features;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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@@ -98,7 +99,8 @@ public class Chasm {
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Camera.main.shake( 4, 0.2f );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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hero.damage( Random.IntRange( hero.HP / 2, hero.HT / 2 ), new Hero.Doom() {
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Buff.affect( hero, Bleeding.class).set( hero.HT / 3 );
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hero.damage( Random.NormalIntRange( hero.HP / 3, hero.HT / 3 ), new Hero.Doom() {
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@Override
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public void onDeath() {
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Badges.validateDeathFromFalling();
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