v2.1.1: consistency pass on auto move effects, hazards, and levitation

This commit is contained in:
Evan Debenham
2023-06-09 15:20:28 -04:00
parent 70f5b796e0
commit 00c45dc7fa
5 changed files with 10 additions and 7 deletions

View File

@@ -775,7 +775,7 @@ actors.hero.talent.enhanced_rings.desc=_+1:_ When the Rogue uses an artifact, hi
actors.hero.talent.enhanced_lethality.title=enhanced lethality
actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies left at below _4/13/27/67% health_ per level of preparation, up from 3/10/20/50%.\n\n_+2:_ The Assassin can assassinate enemies left at below _5/17/33/83% health_ per level of preparation, up from 3/10/20/50%.\n\n_+3:_ The Assassin can assassinate enemies left at below _6/20/40/100% health_ per level of preparation, up from 3/10/20/50%.
actors.hero.talent.assassins_reach.title=assassin's reach
actors.hero.talent.assassins_reach.desc=_+1:_ The Assassin's blink range per level of preparation is increased to _1/3/4/6 tiles_, from 1/2/3/4.\n\n_+2:_ The Assassin's blink range per level of preparation is increased to _2/4/6/8 tiles_, from 1/2/3/4.\n\n_+3:_ The Assassin's blink range per level of preparation is increased to _2/5/7/10 tiles_, from 1/2/3/4.
actors.hero.talent.assassins_reach.desc=_+1:_ The Assassin's blink range per level of preparation is increased to _1/3/4/6 tiles_, from 1/2/3/4.\n\n_+2:_ The Assassin's blink range per level of preparation is increased to _2/4/6/8 tiles_, from 1/2/3/4.\n\n_+3:_ The Assassin's blink range per level of preparation is increased to _2/5/7/10 tiles_, from 1/2/3/4.\n\nThis blink can go through hazards and enemies, but not through solid terrain like walls.
actors.hero.talent.bounty_hunter.title=bounty hunter
actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike their item drop chance is increased by _2/4/8/16%_, per level of preparation.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike their item drop chance is increased by _4/8/16/32%_, per level of preparation.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike their item drop chance is increased by _6/12/24/48%_, per level of preparation.
@@ -915,7 +915,7 @@ actors.hero.talent.combined_energy.title=combined energy
actors.hero.talent.combined_energy.desc=_+1:_ If the Monk uses a weapon ability and a _4+ energy_ ability successively, she regains 50% of her spent energy and resets her ability cooldown.\n\n_+2:_ If the Monk uses a weapon ability and a _3+ energy_ ability successively, she regains 50% of her spent energy and resets her ability cooldown.\n\n_+3:_ If the Monk uses a weapon ability and a _2+ energy_ ability successively, she regains 50% of her spent energy and resets her ability cooldown.
actors.hero.talent.close_the_gap.title=close the gap
actors.hero.talent.close_the_gap.desc=_+1:_ The Duelist blinks _up to two tiles_ toward her target when starting a duel.\n\n_+2:_ The Duelist blinks _up to three tiles_ toward her target when starting a duel.\n\n_+3:_ The Duelist blinks _up to four tiles_ toward her target when starting a duel.\n\n_+4:_ The Duelist blinks _up to five tiles_ toward her target when starting a duel.\n\nThis blink can go through enemies and hazards, and is taken into account when determining if an enemy is in range to be challenged.
actors.hero.talent.close_the_gap.desc=_+1:_ The Duelist blinks _up to two tiles_ toward her target when starting a duel.\n\n_+2:_ The Duelist blinks _up to three tiles_ toward her target when starting a duel.\n\n_+3:_ The Duelist blinks _up to four tiles_ toward her target when starting a duel.\n\n_+4:_ The Duelist blinks _up to five tiles_ toward her target when starting a duel.\n\nThis blink can go through hazards and enemies, but not solid terrain like walls. The blink is taken into account when determining if an enemy is in range to be challenged.
actors.hero.talent.invigorating_victory.title=invigorating victory
actors.hero.talent.invigorating_victory.desc=_+1:_ If the Duelist defeats her target before the duel ends, she heals for _5 HP plus 30% of the damage_ she took during the duel.\n\n_+2:_ If the Duelist defeats her target before the duel ends, she heals for _10 HP plus 50% of the damage_ she took during the duel.\n\n_+3:_ If the Duelist defeats her target before the duel ends, she heals for _15 HP plus 65% of the damage_ she took during the duel.\n\n_+4:_ If the Duelist defeats her target before the duel ends, she heals for _20 HP plus 75% of the damage_ she took during the duel.
actors.hero.talent.elimination_match.title=elimination match

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@@ -472,7 +472,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
Ballistica c = new Ballistica(target.pos, enemy.pos, Ballistica.PROJECTILE);
if (c.collisionPos == enemy.pos){
final int leapPos = c.path.get(c.dist-1);
if (!Dungeon.level.passable[leapPos]){
if (!Dungeon.level.passable[leapPos] && !(target.flying && Dungeon.level.avoid[leapPos])){
GLog.w(Messages.get(Combo.class, "bad_target"));
} else if (Dungeon.hero.rooted) {
Camera.main.shake( 1, 1f );

View File

@@ -291,7 +291,9 @@ public class Preparation extends Buff implements ActionIndicator.Action {
for (int i : PathFinder.NEIGHBOURS8){
//cannot blink into a cell that's occupied or impassable, only over them
if (Actor.findChar(cell+i) != null) continue;
if (!Dungeon.level.passable[cell+i]) continue;
if (!Dungeon.level.passable[cell+i] && !(target.flying && Dungeon.level.avoid[cell+i])) {
continue;
}
if (dest == -1 || PathFinder.distance[dest] > PathFinder.distance[cell+i]){
dest = cell+i;

View File

@@ -104,7 +104,7 @@ public class Challenge extends ArmorAbility {
return;
}
boolean[] passable = Dungeon.level.passable.clone();
boolean[] passable = BArray.not(Dungeon.level.solid,null);
for (Char c : Actor.chars()) {
if (c != hero) passable[c.pos] = false;
}
@@ -120,6 +120,7 @@ public class Challenge extends ArmorAbility {
for (int i = 0; i < PathFinder.distance.length; i++){
if (PathFinder.distance[i] == Integer.MAX_VALUE
|| reachable[i] == Integer.MAX_VALUE
|| (!Dungeon.level.passable[i] && !(hero.flying && Dungeon.level.avoid[i]))
|| i == targetCh.pos){
continue;
}
@@ -134,7 +135,7 @@ public class Challenge extends ArmorAbility {
}
}
if (PathFinder.distance[blinkpos] == Integer.MAX_VALUE){
if (reachable[blinkpos] == Integer.MAX_VALUE){
GLog.w(Messages.get(this, "unreachable_target"));
if (hero.rooted) Camera.main.shake( 1, 1f );
return;

View File

@@ -90,7 +90,7 @@ public class Feint extends ArmorAbility {
return;
}
if (!Dungeon.level.passable[target] || Actor.findChar(target) != null){
if (!Dungeon.level.solid[target] || Actor.findChar(target) != null){
GLog.w(Messages.get(this, "bad_location"));
return;
}