v0.4.1: reduced the up-front damage of chasms, but added a bleed effect
This commit is contained in:
@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.features;
|
|||||||
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.Badges;
|
import com.shatteredpixel.shatteredpixeldungeon.Badges;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
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.Buff;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
|
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
|
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
|
||||||
@@ -98,7 +99,8 @@ public class Chasm {
|
|||||||
Camera.main.shake( 4, 0.2f );
|
Camera.main.shake( 4, 0.2f );
|
||||||
|
|
||||||
Buff.prolong( hero, Cripple.class, Cripple.DURATION );
|
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
|
@Override
|
||||||
public void onDeath() {
|
public void onDeath() {
|
||||||
Badges.validateDeathFromFalling();
|
Badges.validateDeathFromFalling();
|
||||||
|
|||||||
Reference in New Issue
Block a user