From b0456bd505df0742ea870e1f4d266f6e94de93cb Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 17 Apr 2017 18:13:43 -0400 Subject: [PATCH] v0.6.0: rebalanced chasm damage, now less random --- .../shatteredpixeldungeon/levels/features/Chasm.java | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/Chasm.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/Chasm.java index 042f63edc..50249ce77 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/Chasm.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/features/Chasm.java @@ -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();