v0.8.2c: Fixed evil eye sprites visually charging when they shouldn't

This commit is contained in:
Evan Debenham 2020-08-22 20:25:33 -04:00
parent d6f73bc3fa
commit 4cabe069a1

View File

@ -65,7 +65,7 @@ public class Eye extends Mob {
@Override @Override
public int damageRoll() { public int damageRoll() {
return Random.NormalIntRange(20, 30); return Random.NormalIntRange(0, 0);
} }
@Override @Override
@ -133,6 +133,7 @@ public class Eye extends Mob {
sprite.zap( beam.collisionPos ); sprite.zap( beam.collisionPos );
return false; return false;
} else { } else {
sprite.idle();
deathGaze(); deathGaze();
return true; return true;
} }
@ -174,7 +175,7 @@ public class Eye extends Mob {
} }
if (hit( this, ch, true )) { 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]) { if (Dungeon.level.heroFOV[pos]) {
ch.sprite.flash(); ch.sprite.flash();