cursedFX(user, bolt, new Callback() { public void call() { Char target = Actor.findChar(bolt.collisionPos); cursedFX(user, bolt, new Callback() { public void call() { GameScene.add( Blob.seed(bolt.collisionPos, 30, Regrowth.class)); break; case 1: cursedFX(user, bolt, new Callback() { public void call() { Char ch = Actor.findChar( bolt.collisionPos ); cursedFX(user, bolt, new Callback() { public void call() { switch (Random.Int(3)) {
cursedFX(user, bolt, new Callback() { public void call() { Char target = Actor.findChar(bolt.collisionPos); cursedFX(user, bolt, new Callback() { public void call() { GameScene.add( Blob.seed(bolt.collisionPos, 30, Regrowth.class)); break; case 1: cursedFX(user, bolt, new Callback() { public void call() { Char ch = Actor.findChar( bolt.collisionPos ); cursedFX(user, bolt, new Callback() { public void call() { switch (Random.Int(3)) {
cursedFX(user, bolt, new Callback() { public void call() { int pos = bolt.collisionPos; final Char target = Actor.findChar( bolt.collisionPos ); if (target != null) { cursedFX(user, bolt, new Callback() { public void call() { int damage = user.lvl * 2; cursedFX(user, bolt, new Callback() { public void call() { new Bomb().explode(bolt.collisionPos);
cursedFX(user, bolt, new Callback() { public void call() { int pos = bolt.collisionPos; final Char target = Actor.findChar( bolt.collisionPos ); if (target != null) { cursedFX(user, bolt, new Callback() { public void call() { int damage = user.lvl * 2; cursedFX(user, bolt, new Callback() { public void call() { new Bomb().explode(bolt.collisionPos);
cursedFX(user, bolt, new Callback() { public void call() { Char ch = Actor.findChar( bolt.collisionPos );
cursedFX(user, bolt, new Callback() { public void call() { Char ch = Actor.findChar( bolt.collisionPos );
cursedFX(user, bolt, new Callback() { public void call() { Mimic mimic = Mimic.spawnAt(bolt.collisionPos, new ArrayList<Item>());
cursedFX(user, bolt, new Callback() { public void call() { Mimic mimic = Mimic.spawnAt(bolt.collisionPos, new ArrayList<Item>());