v0.7.2a: bugfixes:

- fixed crashes involving aggression debuff resetting targets when it shoudln't
- fixed cloak of shadows only being usable from quickslot at 1 charge
- fixed weirdness with elastic at the edges of the map
- fixed tengu spawning ontop of characters in some cases
- fixed various changelog typos
This commit is contained in:
Evan Debenham 2019-03-21 00:06:30 -04:00
parent 0263133415
commit 8a4fd11eb9
6 changed files with 24 additions and 16 deletions

View File

@ -96,8 +96,6 @@ 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 )) {

View File

@ -66,7 +66,7 @@ public class CloakOfShadows extends Artifact {
@Override @Override
public ArrayList<String> actions( Hero hero ) { public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero ); ArrayList<String> actions = super.actions( hero );
if (isEquipped( hero ) && !cursed && charge > 1) if (isEquipped( hero ) && !cursed && charge > 0)
actions.add(AC_STEALTH); actions.add(AC_STEALTH);
return actions; return actions;
} }

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@ -87,10 +87,12 @@ public class StoneOfAggression extends Runestone {
@Override @Override
public void detach() { public void detach() {
//if our target is an enemy, reset the aggro of any enemies targeting it //if our target is an enemy, reset the aggro of any enemies targeting it
if (target.alignment == Char.Alignment.ENEMY) { if (target.isAlive()) {
for (Mob m : Dungeon.level.mobs) { if (target.alignment == Char.Alignment.ENEMY) {
if (m.alignment == Char.Alignment.ENEMY && m.isTargeting(target)) { for (Mob m : Dungeon.level.mobs) {
m.aggro(null); if (m.alignment == Char.Alignment.ENEMY && m.isTargeting(target)) {
m.aggro(null);
}
} }
} }
} }

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@ -39,9 +39,12 @@ public class Elastic extends Weapon.Enchantment {
// lvl 2 - 43% // lvl 2 - 43%
int level = Math.max( 0, weapon.level() ); int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 5 ) >= 4) { if (Random.Int( level + 5000 ) >= 4) {
int oppositeDefender = defender.pos + (defender.pos - attacker.pos); //trace a ballistica to our target (which will also extend past them
Ballistica trajectory = new Ballistica(defender.pos, oppositeDefender, Ballistica.MAGIC_BOLT); Ballistica trajectory = new Ballistica(attacker.pos, defender.pos, Ballistica.STOP_TARGET);
//trim it to just be the part that goes past them
trajectory = new Ballistica(trajectory.collisionPos, trajectory.path.get(trajectory.path.size()-1), Ballistica.PROJECTILE);
//knock them back along that ballistica
WandOfBlastWave.throwChar(defender, trajectory, 2); WandOfBlastWave.throwChar(defender, trajectory, 2);
} }

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@ -289,6 +289,12 @@ public class PrisonBossLevel extends Level {
switch (state){ switch (state){
//moving to the beginning of the fight //moving to the beginning of the fight
case START: case START:
//if something is occupying Tengu's space, wait and do nothing.
if (Actor.findChar(5 + 28*32) != null){
return;
}
seal(); seal();
set(5 + 25 * 32, Terrain.LOCKED_DOOR); set(5 + 25 * 32, Terrain.LOCKED_DOOR);
GameScene.updateMap(5 + 25 * 32); GameScene.updateMap(5 + 25 * 32);

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@ -215,7 +215,7 @@ public class ChangesScene extends PixelScene {
"_-_ Grim enchant activating when an enemy is already dead\n" + "_-_ Grim enchant activating when an enemy is already dead\n" +
"_-_ Burning destroying scrolls when the hero is immune to it\n" + "_-_ Burning destroying scrolls when the hero is immune to it\n" +
"_-_ Chasms killing enemies which are already dead in some cases\n" + "_-_ Chasms killing enemies which are already dead in some cases\n" +
"_-_ Thieves not correcting interacting with quickslotted items\n" + "_-_ Thieves not correctly interacting with quickslotted items\n" +
"_-_ Screen orientation not always being set when game starts\n" + "_-_ Screen orientation not always being set when game starts\n" +
"_-_ Flying characters pushing the ground after teleporting\n" + "_-_ Flying characters pushing the ground after teleporting\n" +
"_-_ Bombs rarely damaging tengu multiple times\n" + "_-_ Bombs rarely damaging tengu multiple times\n" +
@ -365,17 +365,16 @@ public class ChangesScene extends PixelScene {
"_-_ Warlock's soul mark base chance increased to 15% from 10%, scaling reduced to compensate.\n\n" + "_-_ Warlock's soul mark base chance increased to 15% from 10%, scaling reduced to compensate.\n\n" +
"_-_ Warlock's soul mark hunger restoration increased by 100%, health restoration increased by 33%.")); "_-_ Warlock's soul mark hunger restoration increased by 100%, health restoration increased by 33%."));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), Messages.get(RingOfSharpshooting.class, "name"), changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), "Various Item Buffs",
"_-_ Ring of energy simplified/buffed. Now grants a flat +20% charge speed per level, instead of +1 effective missing charge per level\n\n" + "_-_ Ring of energy simplified/buffed. Now grants a flat +25% charge speed per level, instead of +1 effective missing charge per level\n\n" +
"_-_ Ring of elements power increased to 16% from 12.5%\n\n" + "_-_ Ring of elements power increased to 16% from 12.5%\n\n" +
"_-_ Ring of energy charge speed increased to 25% from 20%\n\n" +
"_-_ Ring of wealth 'luck' bonus increased to 20% from 15%\n\n" + "_-_ Ring of wealth 'luck' bonus increased to 20% from 15%\n\n" +
"_-_ Bolas base damage increased to 6-9 from 4-6\n\n" + "_-_ Bolas base damage increased to 6-9 from 4-6\n\n" +
"_-_ Wand of regrowth now spawns furrowed grass when it begins to run out of energy due to excessive use, instead of short grass.\n\n" + "_-_ Wand of regrowth now spawns furrowed grass when it begins to run out of energy due to excessive use, instead of short grass.\n\n" +
"Wand of fireblast buffed:\n" + "Wand of fireblast buffed:\n" +
"_-_ shot distance at 3 charges reduced by 1\n" + "_-_ shot distance at 3 charges reduced by 1\n" +
"_-_ damage at 1 charge reduced slightly\n" + "_-_ damage at 1 charge reduced slightly\n" +
"_-_ damage at 2/3 charges increased by ~15")); "_-_ damage at 2/3 charges increased by ~15%"));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.ARMOR_LEATHER, new ItemSprite.Glowing(0x222222)), "Other Buffs", changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.ARMOR_LEATHER, new ItemSprite.Glowing(0x222222)), "Other Buffs",
"_-_ vorpal enchant bleed reduced by 20%\n\n" + "_-_ vorpal enchant bleed reduced by 20%\n\n" +
@ -397,7 +396,7 @@ public class ChangesScene extends PixelScene {
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_RUBY, null), "Ring Nerfs", changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_RUBY, null), "Ring Nerfs",
"Ring of furor has been nerfed/simplified:\n" + "Ring of furor has been nerfed/simplified:\n" +
"_-_ Now provides a flat +10.5% attack speed per level, instead of speed which scales based on how slow the weapon is.\n\n" + "_-_ Now provides a flat +10.5% attack speed per level, instead of speed which scales based on how slow the weapon is.\n\n" +
"This means the ring is effectively nerfed for slow weapons and regular weapons, and slightly buffed for fast weapons. A +6 ring grants almost exactly doubled attack speed.\n\n" + "This means the ring is effectively nerfed for slow weapons and regular weapons, and slightly buffed for fast weapons. A +6 ring grants almost exactly doubled attack speed.\n\n\n" +
"The ring of force's equipped weapon bonus was always meant as a small boost so it wasn't useless if the player already had a better weapon. It wasn't intended to be used to both replace melee and then boost thrown weapons.\n" + "The ring of force's equipped weapon bonus was always meant as a small boost so it wasn't useless if the player already had a better weapon. It wasn't intended to be used to both replace melee and then boost thrown weapons.\n" +
"_-_ The ring of force no longer gives bonus damage to thrown weapons.")); "_-_ The ring of force no longer gives bonus damage to thrown weapons."));