v0.2.4d: added safety checks to some mod ai state modifiers, fixing some bugs

This commit is contained in:
Evan Debenham 2015-03-19 03:29:33 -04:00
parent e4db8ba4e3
commit d3899871ac
2 changed files with 2 additions and 2 deletions

View File

@ -93,7 +93,7 @@ public class RogueArmor extends ClassArmor {
for (Mob mob : Dungeon.level.mobs) {
if (Level.fieldOfView[mob.pos]) {
Buff.prolong( mob, Blindness.class, 2 );
mob.state = mob.WANDERING;
if (mob.state == mob.HUNTING) mob.state = mob.WANDERING;
mob.sprite.emitter().burst( Speck.factory( Speck.LIGHT ), 4 );
}
}

View File

@ -49,7 +49,7 @@ public class Blindweed extends Plant {
Buff.prolong( ch, Blindness.class, len );
Buff.prolong( ch, Cripple.class, len );
if (ch instanceof Mob) {
((Mob)ch).state = ((Mob)ch).WANDERING;
if (((Mob)ch).state == ((Mob)ch).HUNTING) ((Mob)ch).state = ((Mob)ch).WANDERING;
((Mob)ch).beckon( Dungeon.level.randomDestination() );
}
}