v0.7.0: various prismatic image bugfixes

This commit is contained in:
Evan Debenham 2018-08-02 21:32:06 -04:00
parent 651c02410f
commit 123d709dce

View File

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