v2.5.0: adjusted combined lethality, triggering hit can now be regular
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@@ -632,9 +632,7 @@ actors.hero.talent$preciseassaulttracker.name=precise assault
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actors.hero.talent$preciseassaulttracker.desc=The Duelist's next regular melee attack will gain bonus accuracy.\n\nTurns remaining: %s.
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actors.hero.talent$preciseassaulttracker.desc=The Duelist's next regular melee attack will gain bonus accuracy.\n\nTurns remaining: %s.
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actors.hero.talent$deadlyfollowuptracker.name=deadly followup
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actors.hero.talent$deadlyfollowuptracker.name=deadly followup
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actors.hero.talent$deadlyfollowuptracker.desc=The Duelist has recently attacked an enemy with a thrown weapon, her melee attacks against the same target will have boosted damage.\n\nTurns remaining: %s.
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actors.hero.talent$deadlyfollowuptracker.desc=The Duelist has recently attacked an enemy with a thrown weapon, her melee attacks against the same target will have boosted damage.\n\nTurns remaining: %s.
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actors.hero.talent$combinedlethalitytriggertracker.name=combined lethality
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actors.hero.talent$combinedlethalityabilitytracker.executed=executed
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actors.hero.talent$combinedlethalitytriggertracker.executed=executed
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actors.hero.talent$combinedlethalitytriggertracker.desc=The Duelist's next attack will execute enemies below a certain health threshold.\n\nTurns remaining: %s.
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#warrior
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#warrior
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actors.hero.talent.hearty_meal.title=hearty meal
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actors.hero.talent.hearty_meal.title=hearty meal
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@@ -924,7 +922,7 @@ actors.hero.talent.varied_charge.desc=_+1:_ The Champion instantly regains _0.17
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actors.hero.talent.twin_upgrades.title=twin upgrades
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actors.hero.talent.twin_upgrades.title=twin upgrades
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actors.hero.talent.twin_upgrades.desc=_+1:_ If one of the Champion's two equipped weapons has a lower level and is _2 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level.\n\n_+2:_ If one of the Champion's two equipped weapons has a lower level and is _1 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level.\n\n_+3:_ If one of the Champion's two equipped weapons has a lower level and is _the same tier or lower_ than the other weapon, it will be boosted to the other weapon's level.
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actors.hero.talent.twin_upgrades.desc=_+1:_ If one of the Champion's two equipped weapons has a lower level and is _2 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level.\n\n_+2:_ If one of the Champion's two equipped weapons has a lower level and is _1 or more tiers lower_ than the other weapon, it will be boosted to the other weapon's level.\n\n_+3:_ If one of the Champion's two equipped weapons has a lower level and is _the same tier or lower_ than the other weapon, it will be boosted to the other weapon's level.
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actors.hero.talent.combined_lethality.title=combined lethality
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actors.hero.talent.combined_lethality.title=combined lethality
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actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 13% HP_.\n\n_+2:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 27% HP_.\n\n_+3:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 40% HP_.\n\nIf the second ability does not contain an attack, this talent will instead trigger on the Champion's next attack within 5 turns.
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actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion attacks with a melee weapon immediately after using a different weapon's ability, that attack will execute any non-boss enemy left at _below 13% HP_\n\n_+2:_ If the Champion attacks with a melee weapon immediately after using a different weapon's ability, that attack will execute any non-boss enemy left at _below 27% HP_\n\n_+3:_ If the Champion attacks with a melee weapon immediately after using a different weapon's ability, that attack will execute any non-boss enemy left at _below 40% HP_\n\nThis attack can be a regular melee weapon attack, or part of a weapon ability.
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actors.hero.talent.unencumbered_spirit.title=unencumbered spirit
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actors.hero.talent.unencumbered_spirit.title=unencumbered spirit
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actors.hero.talent.unencumbered_spirit.desc=_+1:_ The Monk gains _50% more energy_ for each piece of _tier 3 or lower_ equipment she is using.\n\n_+2:_ This talent's effect is increased to _75% more energy_ for each piece of _tier 2 or lower_ equipment the Monk is using.\n\n_+3:_ This talent's effect is increased to _100% more energy_ for each piece of _tier 1_ equipment the Monk is using. She also gains a free cloth armor and studded gloves.\n\nNote that this talent gives no benefit from being unarmed or attacking with a Ring of Force.
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actors.hero.talent.unencumbered_spirit.desc=_+1:_ The Monk gains _50% more energy_ for each piece of _tier 3 or lower_ equipment she is using.\n\n_+2:_ This talent's effect is increased to _75% more energy_ for each piece of _tier 2 or lower_ equipment the Monk is using.\n\n_+3:_ This talent's effect is increased to _100% more energy_ for each piece of _tier 1_ equipment the Monk is using. She also gains a free cloth armor and studded gloves.\n\nNote that this talent gives no benefit from being unarmed or attacking with a Ring of Force.
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@@ -475,10 +475,10 @@ public abstract class Char extends Actor {
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}
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}
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}
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}
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Talent.CombinedLethalityTriggerTracker combinedLethality = buff(Talent.CombinedLethalityTriggerTracker.class);
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Talent.CombinedLethalityAbilityTracker combinedLethality = buff(Talent.CombinedLethalityAbilityTracker.class);
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if (combinedLethality != null){
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if (combinedLethality != null && this instanceof Hero && combinedLethality.weapon != ((Hero) this).belongings.attackingWeapon()){
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if ( enemy.isAlive() && enemy.alignment != alignment && !Char.hasProp(enemy, Property.BOSS)
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if ( enemy.isAlive() && enemy.alignment != alignment && !Char.hasProp(enemy, Property.BOSS)
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&& !Char.hasProp(enemy, Property.MINIBOSS) && this instanceof Hero &&
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&& !Char.hasProp(enemy, Property.MINIBOSS) &&
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(enemy.HP/(float)enemy.HT) <= 0.4f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)/3f) {
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(enemy.HP/(float)enemy.HT) <= 0.4f*((Hero)this).pointsInTalent(Talent.COMBINED_LETHALITY)/3f) {
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enemy.HP = 0;
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enemy.HP = 0;
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if (!enemy.isAlive()) {
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if (!enemy.isAlive()) {
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@@ -489,7 +489,7 @@ public abstract class Char extends Actor {
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DeathMark.processFearTheReaper(enemy);
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DeathMark.processFearTheReaper(enemy);
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}
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}
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if (enemy.sprite != null) {
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if (enemy.sprite != null) {
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enemy.sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Talent.CombinedLethalityTriggerTracker.class, "executed"));
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enemy.sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Talent.CombinedLethalityAbilityTracker.class, "executed"));
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}
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}
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}
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}
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combinedLethality.detach();
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combinedLethality.detach();
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@@ -360,12 +360,6 @@ public enum Talent {
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public static class CombinedLethalityAbilityTracker extends FlavourBuff{
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public static class CombinedLethalityAbilityTracker extends FlavourBuff{
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public MeleeWeapon weapon;
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public MeleeWeapon weapon;
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};
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};
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public static class CombinedLethalityTriggerTracker extends FlavourBuff{
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{ type = buffType.POSITIVE; }
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public int icon() { return BuffIndicator.CORRUPT; }
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public void tintIcon(Image icon) { icon.hardlight(0.6f, 0.15f, 0.6f); }
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public float iconFadePercent() { return Math.max(0, 1f - (visualcooldown() / 5)); }
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};
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public static class CombinedEnergyAbilityTracker extends FlavourBuff{
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public static class CombinedEnergyAbilityTracker extends FlavourBuff{
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public boolean monkAbilused = false;
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public boolean monkAbilused = false;
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public boolean wepAbilUsed = false;
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public boolean wepAbilUsed = false;
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-6
@@ -183,12 +183,6 @@ public class MeleeWeapon extends Weapon {
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldAmt), FloatingText.SHIELDING);
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldAmt), FloatingText.SHIELDING);
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}
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}
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if (hero.buff(Talent.CombinedLethalityAbilityTracker.class) != null
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&& hero.buff(Talent.CombinedLethalityAbilityTracker.class).weapon != null
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&& hero.buff(Talent.CombinedLethalityAbilityTracker.class).weapon != this){
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Buff.affect(hero, Talent.CombinedLethalityTriggerTracker.class, 5f);
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}
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updateQuickslot();
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updateQuickslot();
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}
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}
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