Full changelist: Seeds: -Blindweed buffed, now cripples as well as blinds -Sungrass nerfed, heal scales up over time, total heal reduced by combat -Earthroot nerfed, absorb is now 50%, total shield unchanged -Icecap buffed, freeze effect now much stronger in water. Potions: -Purity buffed, immunity increased to 10 turns, clear effect radius increased -Frost buffed, freeze effect now much stronger in water. Scrolls: -Psionic blast reworked, now rarer, more risky, & much stronger. -Challenge renamed to Rage, buffed, now amoks nearby enemies Scroll of Lullaby will be buffed next patch Etc.: -Internal android packaging changed, IDs as new program. -Descriptions updated -Rough mod indicator added to rankings
62 lines
2.0 KiB
Java
62 lines
2.0 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.actors.blobs;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SnowParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.watabou.utils.Random;
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public class Freezing {
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// It's not really a blob...
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public static void affect( int cell, Fire fire ) {
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Char ch = Actor.findChar( cell );
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if (ch != null) {
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if (Level.water[ch.pos]){
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Buff.prolong(ch, Frost.class, Frost.duration(ch) * Random.Float(5f, 7.5f));
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} else {
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Buff.prolong(ch, Frost.class, Frost.duration(ch) * Random.Float(1.0f, 1.5f));
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}
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}
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if (fire != null) {
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fire.clear( cell );
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}
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Heap heap = Dungeon.level.heaps.get( cell );
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if (heap != null) {
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heap.freeze();
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}
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if (Dungeon.visible[cell]) {
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CellEmitter.get( cell ).start( SnowParticle.FACTORY, 0.2f, 6 );
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}
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}
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}
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