v0.9.3: rejuv steps no longer triggers while levitating

This commit is contained in:
Evan Debenham 2021-05-31 22:05:48 -04:00
parent c067425783
commit 3b2aced50c

View File

@ -930,23 +930,23 @@ public abstract class Level implements Bundlable {
Web.affectChar( ch );
}
if ( (map[ch.pos] == Terrain.GRASS || map[ch.pos] == Terrain.EMBERS)
&& ch == Dungeon.hero && Dungeon.hero.hasTalent(Talent.REJUVENATING_STEPS)
&& ch.buff(Talent.RejuvenatingStepsCooldown.class) == null){
if (Dungeon.hero.buff(LockedFloor.class) != null && !Dungeon.hero.buff(LockedFloor.class).regenOn()){
set(ch.pos, Terrain.FURROWED_GRASS);
} else if (ch.buff(Talent.RejuvenatingStepsFurrow.class) != null && ch.buff(Talent.RejuvenatingStepsFurrow.class).count() >= 200) {
set(ch.pos, Terrain.FURROWED_GRASS);
} else {
set(ch.pos, Terrain.HIGH_GRASS);
Buff.count(ch, Talent.RejuvenatingStepsFurrow.class, 3 - Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
}
GameScene.updateMap(ch.pos);
Buff.affect(ch, Talent.RejuvenatingStepsCooldown.class, 15f - 5f*Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
}
if (!ch.flying){
if ( (map[ch.pos] == Terrain.GRASS || map[ch.pos] == Terrain.EMBERS)
&& ch == Dungeon.hero && Dungeon.hero.hasTalent(Talent.REJUVENATING_STEPS)
&& ch.buff(Talent.RejuvenatingStepsCooldown.class) == null){
if (Dungeon.hero.buff(LockedFloor.class) != null && !Dungeon.hero.buff(LockedFloor.class).regenOn()){
set(ch.pos, Terrain.FURROWED_GRASS);
} else if (ch.buff(Talent.RejuvenatingStepsFurrow.class) != null && ch.buff(Talent.RejuvenatingStepsFurrow.class).count() >= 200) {
set(ch.pos, Terrain.FURROWED_GRASS);
} else {
set(ch.pos, Terrain.HIGH_GRASS);
Buff.count(ch, Talent.RejuvenatingStepsFurrow.class, 3 - Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
}
GameScene.updateMap(ch.pos);
Buff.affect(ch, Talent.RejuvenatingStepsCooldown.class, 15f - 5f*Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
}
if (pit[ch.pos]){
if (ch == Dungeon.hero) {