v3.0.0: adjusted shared upgrades to scale based on thrown wep tier
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@@ -1002,7 +1002,7 @@ actors.hero.talent.farsight.desc=_+1:_ The Sniper's vision range is _increased b
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actors.hero.talent.shared_enchantment.title=shared enchantment
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actors.hero.talent.shared_enchantment.desc=_+1:_ Thrown weapons have a _33% chance_ to use the enchantment on the Sniper's bow.\n\n_+2:_ Thrown weapons have a _67% chance_ to use the enchantment on the Sniper's bow.\n\n_+3:_ Thrown weapons have a _100% chance_ to use the enchantment on the Sniper's bow.\n\nThis talent does not apply to darts shot from an enchanted crossbow, they already trigger the crossbow's enchantment.
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actors.hero.talent.shared_upgrades.title=shared upgrades
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actors.hero.talent.shared_upgrades.desc=_+1:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _10%_.\n\n_+2:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _20%_.\n\n_+3:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _30%_.
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actors.hero.talent.shared_upgrades.desc=_+1:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _2.5%_ per tier of the thrown weapon.\n\n_+2:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _5%_ per tier of the thrown weapon.\n\n_+3:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _7.5%_ per tier of the thrown weapon.
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actors.hero.talent.durable_tips.title=durable tips
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actors.hero.talent.durable_tips.desc=_+1:_ Tipped darts have _2x durability_ when the Warden uses them.\n\n_+2:_ Tipped darts have _3x durability_ when the Warden uses them.\n\n_+3:_ Tipped darts have _4x durability_ when the Warden uses them.
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@@ -25,7 +25,6 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.ui.ActionIndicator;
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@@ -37,10 +36,10 @@ import com.watabou.utils.Bundle;
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public class SnipersMark extends FlavourBuff implements ActionIndicator.Action {
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public int object = 0;
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public int level = 0;
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public float percentDmgBonus = 0;
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private static final String OBJECT = "object";
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private static final String LEVEL = "level";
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private static final String BONUS = "bonus";
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public static final float DURATION = 4f;
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@@ -48,9 +47,9 @@ public class SnipersMark extends FlavourBuff implements ActionIndicator.Action {
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type = buffType.POSITIVE;
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}
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public void set(int object, int level){
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public void set(int object, float bonus){
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this.object = object;
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this.level = level;
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this.percentDmgBonus = bonus;
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}
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@Override
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@@ -69,14 +68,14 @@ public class SnipersMark extends FlavourBuff implements ActionIndicator.Action {
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle( bundle );
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bundle.put( OBJECT, object );
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bundle.put( LEVEL, level );
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bundle.put( BONUS, percentDmgBonus );
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle( bundle );
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object = bundle.getInt( OBJECT );
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level = bundle.getInt( LEVEL );
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percentDmgBonus = bundle.getInt( BONUS );
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}
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@Override
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@@ -134,7 +133,7 @@ public class SnipersMark extends FlavourBuff implements ActionIndicator.Action {
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if (cell == -1) return;
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bow.sniperSpecial = true;
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bow.sniperSpecialBonusDamage = level*Dungeon.hero.pointsInTalent(Talent.SHARED_UPGRADES)/10f;
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bow.sniperSpecialBonusDamage = percentDmgBonus;
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arrow.cast(hero, cell);
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detach();
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@@ -1466,6 +1466,14 @@ public class Hero extends Char {
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@Override
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protected boolean act() {
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if (enemy.isAlive()) {
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if (hasTalent(Talent.SHARED_UPGRADES)){
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int bonusTurns = wep.buffedLvl();
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// bonus dmg is 2.5% x talent lvl x weapon level x weapon tier
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float bonusDmg = wep.buffedLvl() * ((MissileWeapon) wep).tier * pointsInTalent(Talent.SHARED_UPGRADES) * 0.025f;
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Buff.prolong(Hero.this, SnipersMark.class, SnipersMark.DURATION + bonusTurns).set(enemy.id(), bonusDmg);
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} else {
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Buff.prolong(Hero.this, SnipersMark.class, SnipersMark.DURATION).set(enemy.id(), 0);
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}
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int bonusTurns = hasTalent(Talent.SHARED_UPGRADES) ? wep.buffedLvl() : 0;
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Buff.prolong(Hero.this, SnipersMark.class, SnipersMark.DURATION + bonusTurns).set(enemy.id(), bonusTurns);
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}
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