v0.3.1: fall damage is now a bit more dependant on current HP
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@ -102,7 +102,7 @@ public class Chasm {
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Camera.main.shake( 4, 0.2f );
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Camera.main.shake( 4, 0.2f );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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hero.damage( Random.IntRange( hero.HT / 3, hero.HT / 2 ), new Hero.Doom() {
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hero.damage( Random.IntRange( hero.HP / 2, hero.HT / 2 ), new Hero.Doom() {
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@Override
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@Override
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public void onDeath() {
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public void onDeath() {
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Badges.validateDeathFromFalling();
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Badges.validateDeathFromFalling();
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