v0.8.0: bugfixes:
- fixed armored statues not dropping armor - fixed tengu rarely throwing bombs into walls
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@ -98,8 +98,10 @@ public class ArmoredStatue extends Statue {
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}
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}
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@Override
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@Override
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public boolean isImmune(Class effect) {
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public void die( Object cause ) {
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return super.isImmune(effect);
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armor.identify();
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Dungeon.level.drop( armor, pos ).sprite.drop();
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super.die( cause );
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}
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}
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@Override
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@Override
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@ -502,7 +502,7 @@ public class NewTengu extends Mob {
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//Targets closest cell which is adjacent to target, and at least 3 tiles away
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//Targets closest cell which is adjacent to target, and at least 3 tiles away
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for (int i : PathFinder.NEIGHBOURS8){
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for (int i : PathFinder.NEIGHBOURS8){
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int cell = target.pos + i;
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int cell = target.pos + i;
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if (Dungeon.level.distance(cell, thrower.pos) >= 3){
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if (Dungeon.level.distance(cell, thrower.pos) >= 3 && !Dungeon.level.solid[cell]){
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if (targetCell == -1 ||
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if (targetCell == -1 ||
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Dungeon.level.trueDistance(cell, thrower.pos) < Dungeon.level.trueDistance(targetCell, thrower.pos)){
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Dungeon.level.trueDistance(cell, thrower.pos) < Dungeon.level.trueDistance(targetCell, thrower.pos)){
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targetCell = cell;
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targetCell = cell;
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@ -866,7 +866,7 @@ public class NewTengu extends Mob {
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//Targets closest cell which is adjacent to target, and not adjacent to thrower or another shocker
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//Targets closest cell which is adjacent to target, and not adjacent to thrower or another shocker
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for (int i : PathFinder.NEIGHBOURS8){
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for (int i : PathFinder.NEIGHBOURS8){
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int cell = target.pos + i;
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int cell = target.pos + i;
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if (Dungeon.level.distance(cell, thrower.pos) >= 2){
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if (Dungeon.level.distance(cell, thrower.pos) >= 2 && !Dungeon.level.solid[cell]){
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boolean validTarget = true;
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boolean validTarget = true;
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for (ShockerAbility s : thrower.buffs(ShockerAbility.class)){
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for (ShockerAbility s : thrower.buffs(ShockerAbility.class)){
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if (Dungeon.level.distance(cell, s.shockerPos) < 2){
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if (Dungeon.level.distance(cell, s.shockerPos) < 2){
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