v0.8.0: balance tweaks to DM-200s. Fixed zap animation errors

This commit is contained in:
Evan Debenham 2019-12-12 18:18:56 -05:00
parent 259b5b03c4
commit 8ffc25e40a
4 changed files with 29 additions and 2 deletions

View File

@ -37,7 +37,7 @@ public class DM200 extends Mob {
{
spriteClass = DM200Sprite.class;
HP = HT = 80;
HP = HT = 70;
defenseSkill = 8;
EXP = 9;
@ -63,7 +63,7 @@ public class DM200 extends Mob {
@Override
public int drRoll() {
return Random.NormalIntRange(0, 10);
return Random.NormalIntRange(0, 8);
}
private int ventCooldown = 0;
@ -84,6 +84,9 @@ public class DM200 extends Mob {
@Override
protected boolean act() {
//ensures toxic gas acts at the appropriate time when added
//TODO we have this check in 2 places now, can we just ensure that blobs spend an extra turn when added?
GameScene.add(Blob.seed(pos, 0, ToxicGas.class));
ventCooldown--;
return super.act();
}

View File

@ -71,4 +71,12 @@ public class DM100Sprite extends MobSprite {
turnTo( ch.pos, pos );
play( zap );
}
@Override
public void onComplete( Animation anim ) {
if (anim == zap) {
idle();
}
super.onComplete( anim );
}
}

View File

@ -75,4 +75,12 @@ public class DM200Sprite extends MobSprite {
Sample.INSTANCE.play( Assets.SND_PUFF );
}
@Override
public void onComplete( Animation anim ) {
if (anim == zap) {
idle();
}
super.onComplete( anim );
}
}

View File

@ -78,6 +78,14 @@ public abstract class ShamanSprite extends MobSprite {
Sample.INSTANCE.play( Assets.SND_ZAP );
}
@Override
public void onComplete( Animation anim ) {
if (anim == zap) {
idle();
}
super.onComplete( anim );
}
public static class Red extends ShamanSprite {
{
boltType = MagicMissile.SHAMAN_RED;