v0.4.1: reduced chasm damage and made bleed more consistent
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c531d6e580
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@ -70,7 +70,7 @@ public class Bleeding extends Buff {
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public boolean act() {
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public boolean act() {
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if (target.isAlive()) {
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if (target.isAlive()) {
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if ((level = Random.Int( level / 2, level )) > 0) {
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if ((level = Random.NormalIntRange( level / 2, level )) > 0) {
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target.damage( level, this );
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target.damage( level, this );
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if (target.sprite.visible) {
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if (target.sprite.visible) {
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@ -99,8 +99,8 @@ public class Chasm {
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Camera.main.shake( 4, 0.2f );
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Camera.main.shake( 4, 0.2f );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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Buff.affect( hero, Bleeding.class).set( hero.HT / 5 );
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Buff.affect( hero, Bleeding.class).set( hero.HT / 6 );
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hero.damage( Random.NormalIntRange( hero.HP / 3, hero.HT / 3 ), new Hero.Doom() {
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hero.damage( Random.NormalIntRange( hero.HP / 4, hero.HT / 4 ), new Hero.Doom() {
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@Override
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@Override
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public void onDeath() {
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public void onDeath() {
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Badges.validateDeathFromFalling();
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Badges.validateDeathFromFalling();
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