v0.7.0: various prismatic image bugfixes
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651c02410f
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@ -51,7 +51,7 @@ public class PrismaticGuard extends Buff {
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int v = hero.visibleEnemies();
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int v = hero.visibleEnemies();
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for (int i=0; i < v; i++) {
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for (int i=0; i < v; i++) {
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Mob mob = hero.visibleEnemy( i );
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Mob mob = hero.visibleEnemy( i );
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if ( mob.isAlive() && !hero.mindVisionEnemies.contains(mob)
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if ( mob.isAlive() && mob.state != mob.PASSIVE && !hero.mindVisionEnemies.contains(mob)
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&& (closest == null || Dungeon.level.distance(hero.pos, mob.pos) < Dungeon.level.distance(hero.pos, closest.pos))) {
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&& (closest == null || Dungeon.level.distance(hero.pos, mob.pos) < Dungeon.level.distance(hero.pos, closest.pos))) {
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closest = mob;
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closest = mob;
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}
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}
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@ -72,7 +72,7 @@ public class PrismaticGuard extends Buff {
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PrismaticImage pris = new PrismaticImage();
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PrismaticImage pris = new PrismaticImage();
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pris.duplicate(hero, (int)Math.floor(HP) );
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pris.duplicate(hero, (int)Math.floor(HP) );
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pris.state = pris.HUNTING;
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pris.state = pris.HUNTING;
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GameScene.add(pris);
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GameScene.add(pris, 1);
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ScrollOfTeleportation.appear(pris, bestPos);
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ScrollOfTeleportation.appear(pris, bestPos);
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detach();
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detach();
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