v0.3.5: first half of gladiator rework (new combo baseline, no finishers yet)
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@@ -78,7 +78,6 @@ import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicalInfusion;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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@@ -845,11 +844,6 @@ public class Hero extends Char {
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if (wep != null) wep.proc( this, enemy, damage );
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switch (subClass) {
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case GLADIATOR:
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if (wep instanceof MeleeWeapon || wep == null) {
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damage += Buff.affect( this, Combo.class ).hit( enemy, damage );
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}
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break;
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case SNIPER:
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if (rangedWeapon != null) {
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Buff.prolong( this, SnipersMark.class, attackDelay() * 1.1f ).object = enemy.id();
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@@ -1330,7 +1324,17 @@ public class Hero extends Char {
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AttackIndicator.target(enemy);
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attack( enemy );
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boolean hit = attack( enemy );
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if (subClass == HeroSubClass.GLADIATOR){
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if (hit) {
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Buff.affect( this, Combo.class ).hit();
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} else {
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Combo combo = buff(Combo.class);
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if (combo != null) combo.miss();
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}
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}
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curAction = null;
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Invisibility.dispel();
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