v0.7.2: more bugfixes / adjustments:

- blessed ankhs now cleanse more debuffs, not just paralysis
- added a safety check to warlock zapping incase enemy is null
- added a safety check to vampiric incase attacker is dead
This commit is contained in:
Evan Debenham 2019-03-12 21:52:27 -04:00
parent 11ae926341
commit 616de2db3d
3 changed files with 7 additions and 3 deletions

View File

@ -80,6 +80,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.keys.Key;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion; import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfExperience; import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfExperience;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength; import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.elixirs.ElixirOfMight; import com.shatteredpixel.shatteredpixeldungeon.items.potions.elixirs.ElixirOfMight;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfAccuracy; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfAccuracy;
@ -1377,6 +1378,7 @@ public class Hero extends Char {
this.HP = HT/4; this.HP = HT/4;
//ensures that you'll get to act first in almost any case, to prevent reviving and then instantly dieing again. //ensures that you'll get to act first in almost any case, to prevent reviving and then instantly dieing again.
PotionOfHealing.cure(this);
Buff.detach(this, Paralysis.class); Buff.detach(this, Paralysis.class);
spend(-cooldown()); spend(-cooldown());

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@ -96,6 +96,8 @@ public class Warlock extends Mob implements Callback {
} }
private void zap() { private void zap() {
if (enemy == null) return;
spend( TIME_TO_ZAP ); spend( TIME_TO_ZAP );
if (hit( this, enemy, true )) { if (hit( this, enemy, true )) {

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@ -41,7 +41,7 @@ public class Vampiric extends Weapon.Enchantment {
int healAmt = Math.round(healPercent * damage); int healAmt = Math.round(healPercent * damage);
healAmt = Math.min( healAmt, attacker.HT - attacker.HP ); healAmt = Math.min( healAmt, attacker.HT - attacker.HP );
if (healAmt > 0) { if (healAmt > 0 && attacker.isAlive()) {
attacker.HP += healAmt; attacker.HP += healAmt;
attacker.sprite.emitter().start( Speck.factory( Speck.HEALING ), 0.4f, 1 ); attacker.sprite.emitter().start( Speck.factory( Speck.HEALING ), 0.4f, 1 );