v0.2.2: tweaked the behaviour of some of the sewer quest bosses
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@ -487,7 +487,7 @@ public class Ghost extends NPC {
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if (effect > 2) {
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if (effect >=5 && enemy.buff(Burning.class) == null){
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if (effect >=6 && enemy.buff(Burning.class) == null){
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if (Level.flamable[enemy.pos])
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GameScene.add( Blob.seed( enemy.pos, 4, Fire.class ) );
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@ -503,8 +503,8 @@ public class Ghost extends NPC {
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@Override
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protected boolean getCloser( int target ) {
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combo = 0; //if he's moving, he isn't attacking, reset combo.
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if (state == HUNTING) {
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return enemySeen && getFurther( target );
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if (Level.adjacent(pos, enemy.pos)) {
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return getFurther( target );
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} else {
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return super.getCloser( target );
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}
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@ -559,16 +559,16 @@ public class Ghost extends NPC {
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state = WANDERING;
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}
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private boolean moving = true;
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private int moving = 0;
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@Override
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protected boolean getCloser( int target ) {
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//this is used so that the crab remains slow, but still detects the player at the expected rate.
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if (moving) {
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moving = false;
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//this is used so that the crab remains slower, but still detects the player at the expected rate.
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moving++;
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if (moving < 3) {
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return super.getCloser( target );
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} else {
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moving = true;
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moving = 0;
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return true;
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}
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