v2.4.0: adjusted aggressive barrier to account for reduced charge speed
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@@ -890,7 +890,7 @@ actors.hero.talent.adventurers_intuition.desc=_+1:_ The Duelist identifies weapo
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actors.hero.talent.patient_strike.title=patient strike
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actors.hero.talent.patient_strike.desc=_+1:_ If the Duelist waits before performing a melee attack, she will deal _1-2 bonus damage_.\n\n_+2:_ If the Duelist waits before performing a melee attack, she will deal _2 bonus damage_.
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actors.hero.talent.aggressive_barrier.title=aggressive barrier
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actors.hero.talent.aggressive_barrier.desc=_+1:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _40% health_.\n\n_+2:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _60% health_.
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actors.hero.talent.aggressive_barrier.desc=_+1:_ The Duelist gains 3 shielding when she uses a weapon ability and is at or below _50% health_.\n\n_+2:_ The Duelist gains 5 shielding when she uses a weapon ability and is at or below _50% health_.
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actors.hero.talent.aggressive_barrier.meta_desc=_If this talent is gained by a different hero_ it will instead grant shielding when making a melee attack at low health, with a 50 turn cooldown.
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actors.hero.talent.focused_meal.title=focused meal
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+4
-3
@@ -204,9 +204,10 @@ public class MeleeWeapon extends Weapon {
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if (hero.heroClass == HeroClass.DUELIST
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&& hero.hasTalent(Talent.AGGRESSIVE_BARRIER)
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&& (hero.HP / (float)hero.HT) < 0.20f*(1+hero.pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
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Buff.affect(hero, Barrier.class).setShield(3);
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, "3", FloatingText.SHIELDING);
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&& (hero.HP / (float)hero.HT) <= 0.5f){
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int shieldAmt = 1 + 2*hero.pointsInTalent(Talent.AGGRESSIVE_BARRIER);
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Buff.affect(hero, Barrier.class).setShield(shieldAmt);
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldAmt), FloatingText.SHIELDING);
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}
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if (hero.buff(Talent.CombinedLethalityAbilityTracker.class) != null
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