v0.7.3: bugfixes:

- fixed prismatic images not properly dieing when falling into chasms
- fixed secret room distributions being skewed towards later floors
This commit is contained in:
Evan Debenham 2019-05-04 14:20:27 -04:00
parent 39ffe663f4
commit d030edbec7
2 changed files with 8 additions and 3 deletions

View File

@ -35,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.PrismaticSprite;
import com.watabou.noosa.audio.Sample;
@ -106,8 +107,12 @@ public class PrismaticImage extends NPC {
@Override
public void die(Object cause) {
if (deathTimer == -1) {
deathTimer = 5;
sprite.add(CharSprite.State.PARALYSED);
if (cause == Chasm.class){
super.die( cause );
} else {
deathTimer = 5;
sprite.add(CharSprite.State.PARALYSED);
}
}
}

View File

@ -82,7 +82,7 @@ public abstract class SecretRoom extends SpecialRoom {
if (floorsLeft == 0) {
secrets = regionSecretsThisRun[region];
} else {
secrets = regionSecretsThisRun[region] / floorsLeft;
secrets = regionSecretsThisRun[region] / (float)floorsLeft;
if (Random.Float() < secrets % 1f){
secrets = (float)Math.ceil(secrets);
} else {