v0.4.1: reduced chasm damage and made bleed more consistent

This commit is contained in:
Evan Debenham 2016-07-18 03:09:49 -04:00 committed by Evan Debenham
parent c531d6e580
commit 86a21563b0
2 changed files with 3 additions and 3 deletions

View File

@ -70,7 +70,7 @@ public class Bleeding extends Buff {
public boolean act() { public boolean act() {
if (target.isAlive()) { if (target.isAlive()) {
if ((level = Random.Int( level / 2, level )) > 0) { if ((level = Random.NormalIntRange( level / 2, level )) > 0) {
target.damage( level, this ); target.damage( level, this );
if (target.sprite.visible) { if (target.sprite.visible) {

View File

@ -99,8 +99,8 @@ public class Chasm {
Camera.main.shake( 4, 0.2f ); Camera.main.shake( 4, 0.2f );
Buff.prolong( hero, Cripple.class, Cripple.DURATION ); Buff.prolong( hero, Cripple.class, Cripple.DURATION );
Buff.affect( hero, Bleeding.class).set( hero.HT / 5 ); Buff.affect( hero, Bleeding.class).set( hero.HT / 6 );
hero.damage( Random.NormalIntRange( hero.HP / 3, hero.HT / 3 ), new Hero.Doom() { hero.damage( Random.NormalIntRange( hero.HP / 4, hero.HT / 4 ), new Hero.Doom() {
@Override @Override
public void onDeath() { public void onDeath() {
Badges.validateDeathFromFalling(); Badges.validateDeathFromFalling();