v0.3.1: fall damage is now a bit more dependant on current HP

This commit is contained in:
Evan Debenham 2015-08-17 03:41:14 -04:00 committed by Evan Debenham
parent d2856e2589
commit e93facb91a

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@ -102,7 +102,7 @@ public class Chasm {
Camera.main.shake( 4, 0.2f );
Buff.prolong( hero, Cripple.class, Cripple.DURATION );
hero.damage( Random.IntRange( hero.HT / 3, hero.HT / 2 ), new Hero.Doom() {
hero.damage( Random.IntRange( hero.HP / 2, hero.HT / 2 ), new Hero.Doom() {
@Override
public void onDeath() {
Badges.validateDeathFromFalling();