From 4cabe069a1da9d06654e5b9f7f96855e5afa701b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sat, 22 Aug 2020 20:25:33 -0400 Subject: [PATCH] v0.8.2c: Fixed evil eye sprites visually charging when they shouldn't --- .../shatteredpixeldungeon/actors/mobs/Eye.java | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Eye.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Eye.java index 389d066a2..0d8d3ff81 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Eye.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Eye.java @@ -65,7 +65,7 @@ public class Eye extends Mob { @Override public int damageRoll() { - return Random.NormalIntRange(20, 30); + return Random.NormalIntRange(0, 0); } @Override @@ -133,6 +133,7 @@ public class Eye extends Mob { sprite.zap( beam.collisionPos ); return false; } else { + sprite.idle(); deathGaze(); return true; } @@ -174,7 +175,7 @@ public class Eye extends Mob { } if (hit( this, ch, true )) { - ch.damage( Random.NormalIntRange( 30, 50 ), new DeathGaze() ); + ch.damage( Random.NormalIntRange( 0, 0 ), new DeathGaze() ); if (Dungeon.level.heroFOV[pos]) { ch.sprite.flash();