v0.4.1: reduced the up-front damage of chasms, but added a bleed effect

This commit is contained in:
Evan Debenham
2016-06-29 23:28:44 -04:00
parent 2d9ce2e8ce
commit f93b2ac723

View File

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