v0.9.3: fixed paralysis visually persisting on magically slept chars

This commit is contained in:
Evan Debenham 2021-04-29 23:21:51 -04:00
parent 62f3b497ab
commit 3cfe725609

View File

@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator; import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
@ -89,6 +90,14 @@ public class MagicalSleep extends Buff {
return BuffIndicator.MAGIC_SLEEP; return BuffIndicator.MAGIC_SLEEP;
} }
@Override
public void fx(boolean on) {
if (!on && (target.paralysed <= 1) ) {
//in case the character has visual paralysis from another source
target.sprite.remove(CharSprite.State.PARALYSED);
}
}
@Override @Override
public String toString() { public String toString() {
return Messages.get(this, "name"); return Messages.get(this, "name");