v0.6.0: rebalanced chasm damage, now less random

This commit is contained in:
Evan Debenham 2017-04-17 18:13:43 -04:00 committed by Evan Debenham
parent 0025f8f177
commit b0456bd505

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@ -102,8 +102,11 @@ public class Chasm {
Dungeon.level.press( hero.pos, hero );
Buff.prolong( hero, Cripple.class, Cripple.DURATION );
Buff.affect( hero, Bleeding.class).set( hero.HT / 6 );
hero.damage( Random.NormalIntRange( hero.HP / 4, hero.HT / 4 ), new Hero.Doom() {
//The lower the hero's HP, the more bleed and the less upfront damage.
//Hero has a 50% chance to bleed out at 66% HP, and begins to risk instant-death at 25%
Buff.affect( hero, Bleeding.class).set( Math.round(hero.HT / (6f + (6f*(hero.HP/(float)hero.HT)))));
hero.damage( Math.max( hero.HP / 2, Random.NormalIntRange( hero.HP / 2, hero.HT / 4 )), new Hero.Doom() {
@Override
public void onDeath() {
Badges.validateDeathFromFalling();