v0.6.2: several simple bugfixes:
- fixed fire not spreading in some cases - fixed wand of corruption awarding exp at all levels - fixed assassin bonus damage scaling incorrectly - fixed sprites not retaining invisibility visuals in some cases
This commit is contained in:
parent
19d63aef60
commit
deb626e279
|
@ -69,7 +69,7 @@ public class Fire extends Blob {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} else if (freeze == null || freeze.volume <= 0 || freeze.cur[cell] < 0) {
|
} else if (freeze == null || freeze.volume <= 0 || freeze.cur[cell] <= 0) {
|
||||||
|
|
||||||
if (flamable[cell]
|
if (flamable[cell]
|
||||||
&& (cur[cell-1] > 0
|
&& (cur[cell-1] > 0
|
||||||
|
|
|
@ -55,8 +55,8 @@ public class Preparation extends Buff implements ActionIndicator.Action {
|
||||||
LVL_1( 1, 0.1f, 0.0f, 1, 0),
|
LVL_1( 1, 0.1f, 0.0f, 1, 0),
|
||||||
LVL_2( 3, 0.2f, 0.0f, 1, 1),
|
LVL_2( 3, 0.2f, 0.0f, 1, 1),
|
||||||
LVL_3( 6, 0.3f, 0.0f, 2, 3),
|
LVL_3( 6, 0.3f, 0.0f, 2, 3),
|
||||||
LVL_4( 11, 0.4f, 0.4f, 2, 5),
|
LVL_4( 11, 0.4f, 0.6f, 2, 5),
|
||||||
LVL_5( 16, 0.6f, 0.6f, 3, 7);
|
LVL_5( 16, 0.5f, 1.0f, 3, 7);
|
||||||
|
|
||||||
final int turnsReq;
|
final int turnsReq;
|
||||||
final float baseDmgBonus, missingHPBonus;
|
final float baseDmgBonus, missingHPBonus;
|
||||||
|
@ -80,7 +80,7 @@ public class Preparation extends Buff implements ActionIndicator.Action {
|
||||||
int newDmg = attacker.damageRoll();
|
int newDmg = attacker.damageRoll();
|
||||||
if (newDmg > dmg) dmg = newDmg;
|
if (newDmg > dmg) dmg = newDmg;
|
||||||
}
|
}
|
||||||
float defenderHPPercent = defender.HP / (float)defender.HT;
|
float defenderHPPercent = 1f - (defender.HP / (float)defender.HT);
|
||||||
return Math.round(dmg * (1f + baseDmgBonus + (missingHPBonus * defenderHPPercent)));
|
return Math.round(dmg * (1f + baseDmgBonus + (missingHPBonus * defenderHPPercent)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -86,7 +86,7 @@ public abstract class Mob extends Char {
|
||||||
protected int defenseSkill = 0;
|
protected int defenseSkill = 0;
|
||||||
|
|
||||||
public int EXP = 1;
|
public int EXP = 1;
|
||||||
protected int maxLvl = Hero.MAX_LEVEL;
|
public int maxLvl = Hero.MAX_LEVEL;
|
||||||
|
|
||||||
protected Char enemy;
|
protected Char enemy;
|
||||||
protected boolean enemySeen;
|
protected boolean enemySeen;
|
||||||
|
|
|
@ -208,7 +208,7 @@ public class WandOfCorruption extends Wand {
|
||||||
buff.detach();
|
buff.detach();
|
||||||
}
|
}
|
||||||
Buff.affect(enemy, Corruption.class);
|
Buff.affect(enemy, Corruption.class);
|
||||||
if (enemy.EXP > 0) {
|
if (enemy.EXP > 0 && curUser.lvl <= enemy.maxLvl) {
|
||||||
curUser.sprite.showStatus(CharSprite.POSITIVE, Messages.get(enemy, "exp", enemy.EXP));
|
curUser.sprite.showStatus(CharSprite.POSITIVE, Messages.get(enemy, "exp", enemy.EXP));
|
||||||
curUser.earnExp(enemy.EXP);
|
curUser.earnExp(enemy.EXP);
|
||||||
enemy.EXP = 0;
|
enemy.EXP = 0;
|
||||||
|
|
|
@ -314,9 +314,11 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
|
||||||
levitation.pour( Speck.factory( Speck.JET ), 0.02f );
|
levitation.pour( Speck.factory( Speck.JET ), 0.02f );
|
||||||
break;
|
break;
|
||||||
case INVISIBLE:
|
case INVISIBLE:
|
||||||
|
if (invisible != null) {
|
||||||
|
invisible.killAndErase();
|
||||||
|
}
|
||||||
|
invisible = new AlphaTweener( this, 0.4f, 0.4f );
|
||||||
if (parent != null){
|
if (parent != null){
|
||||||
if (invisible != null) invisible.killAndErase();
|
|
||||||
invisible = new AlphaTweener( this, 0.4f, 0.4f );
|
|
||||||
parent.add(invisible);
|
parent.add(invisible);
|
||||||
} else
|
} else
|
||||||
alpha( 0.4f );
|
alpha( 0.4f );
|
||||||
|
@ -450,6 +452,14 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void resetColor() {
|
||||||
|
super.resetColor();
|
||||||
|
if (invisible != null){
|
||||||
|
alpha(0.4f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public synchronized void showSleep() {
|
public synchronized void showSleep() {
|
||||||
if (emo instanceof EmoIcon.Sleep) {
|
if (emo instanceof EmoIcon.Sleep) {
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user