v0.7.2: bugfixes:

- fixed burning continuing and destroying scrolls when hero is immune
- fixed unstable proccing precise + other buffs at once
- fixed precise proccing far more often than intended
- fixed grim proccing when the enemy is already dead
- fixed chasms killing enemies that are already dead
This commit is contained in:
Evan Debenham 2019-03-07 00:48:29 -05:00
parent d356f48c43
commit 14d7cedb07
6 changed files with 9 additions and 9 deletions

View File

@ -80,7 +80,7 @@ public class Burning extends Buff implements Hero.Doom {
@Override
public boolean act() {
if (target.isAlive()) {
if (target.isAlive() && !target.isImmune(getClass())) {
int damage = Random.NormalIntRange( 1, 3 + Dungeon.depth/4 );
Buff.detach( target, Chill.class);

View File

@ -321,11 +321,11 @@ public class Hero extends Char {
|| (((Weapon) wep).hasEnchant(Unstable.class, this) && Random.Int(11) == 0))){
if (Precise.rollToGuaranteeHit((Weapon) wep)){
target.sprite.emitter().start( Speck.factory(Speck.LIGHT), 0.05f, 5 );
return Integer.MAX_VALUE;
}
if (((Weapon) wep).hasEnchant(Unstable.class, this)){
Unstable.justRolledPrecise = true;
}
return Integer.MAX_VALUE;
}
}
float accuracy = 1;

View File

@ -129,12 +129,12 @@ public class WandOfBlastWave extends DamageWand {
Actor.addDelayed(new Pushing(ch, ch.pos, newPos, new Callback() {
public void call() {
if (initialpos != ch.pos) {
//something cased movement before pushing resolved, cancel to be safe.
//something caused movement before pushing resolved, cancel to be safe.
ch.sprite.place(ch.pos);
return;
}
ch.pos = newPos;
if (ch.pos == trajectory.collisionPos) {
if (ch.pos == trajectory.collisionPos && ch.isAlive()) {
ch.damage(Random.NormalIntRange((finalDist + 1) / 2, finalDist), this);
Paralysis.prolong(ch, Paralysis.class, Random.NormalIntRange((finalDist + 1) / 2, finalDist));
}

View File

@ -40,7 +40,7 @@ public class Grim extends Weapon.Enchantment {
int level = Math.max( 0, weapon.level() );
int enemyHealth = defender.HP - damage;
if (enemyHealth == 0) return damage; //no point in proccing if they're already dead.
if (enemyHealth <= 0) return damage; //no point in proccing if they're already dead.
//scales from 0 - 40% based on how low hp the enemy is, plus 2% per level
float maxChance = 0.4f + .02f*level;

View File

@ -42,7 +42,7 @@ public class Precise extends Weapon.Enchantment {
// lvl 2 - 30%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 80 ) >= 7) {
if (Random.Int( level + 8 ) >= 7) {
return true;
}

View File

@ -125,7 +125,7 @@ public class Chasm {
}
public static void mobFall( Mob mob ) {
mob.die( Chasm.class );
if (mob.isAlive()) mob.die( Chasm.class );
((MobSprite)mob.sprite).fall();
}