v0.8.1: fixed new prep logic killing enemies that were already dead

This commit is contained in:
Evan Debenham 2020-06-13 15:54:05 -04:00
parent 389cad9b45
commit ce09dade95

View File

@ -298,7 +298,7 @@ public abstract class Char extends Actor {
if (buff(FrostImbue.class) != null) if (buff(FrostImbue.class) != null)
buff(FrostImbue.class).proc(enemy); buff(FrostImbue.class).proc(enemy);
if (prep != null && prep.canKO(enemy)){ if (enemy.isAlive() && prep != null && prep.canKO(enemy)){
enemy.die(this); enemy.die(this);
enemy.sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Preparation.class, "assassinated")); enemy.sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Preparation.class, "assassinated"));
} }