v0.4.2: fixed a bug with multiplicity and removed the unused pre-0.4.0 version of multiplicity

This commit is contained in:
Evan Debenham 2016-09-06 02:33:37 -04:00
parent 1da1ae73c9
commit 078e416b1a
2 changed files with 2 additions and 80 deletions

View File

@ -68,9 +68,9 @@ public class Multiplicity extends Armor.Glyph {
m = Bestiary.mutable(Dungeon.depth % 5 == 0 ? Dungeon.depth - 1 : Dungeon.depth); m = Bestiary.mutable(Dungeon.depth % 5 == 0 ? Dungeon.depth - 1 : Dungeon.depth);
} else { } else {
try { try {
m = (Mob)defender.getClass().newInstance(); m = (Mob)attacker.getClass().newInstance();
Bundle store = new Bundle(); Bundle store = new Bundle();
defender.storeInBundle(store); attacker.storeInBundle(store);
m.restoreFromBundle(store); m.restoreFromBundle(store);
m.HP = m.HT; m.HP = m.HT;
} catch (Exception e) { } catch (Exception e) {

View File

@ -1,78 +0,0 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.MirrorImage;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor.Glyph;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
import java.util.ArrayList;
public class Multiplicity extends Glyph {
private static ItemSprite.Glowing PINK = new ItemSprite.Glowing( 0xCCAA88 );
@Override
public int proc( Armor armor, Char attacker, Char defender, int damage) {
int level = Math.max( 0, armor.level() );
if (Random.Int( level / 2 + 6 ) >= 5) {
ArrayList<Integer> respawnPoints = new ArrayList<Integer>();
for (int i = 0; i < PathFinder.NEIGHBOURS8.length; i++) {
int p = defender.pos + PathFinder.NEIGHBOURS8[i];
if (Actor.findChar( p ) == null && (Level.passable[p] || Level.avoid[p])) {
respawnPoints.add( p );
}
}
if (respawnPoints.size() > 0) {
MirrorImage mob = new MirrorImage();
mob.duplicate( (Hero)defender );
GameScene.add( mob );
ScrollOfTeleportation.appear( mob, Random.element( respawnPoints ) );
defender.damage( Random.IntRange( 1, defender.HT / 6 ), this );
checkOwner( defender );
}
}
return damage;
}
@Override
public Glowing glowing() {
return PINK;
}
}