v2.0.0: fixed sword dance not applying on unarmed attacks
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@@ -1682,7 +1682,7 @@ items.weapon.melee.scimitar.ability_name=sword dance
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items.weapon.melee.scimitar.ability_desc=The Duelist can perform a _sword dance_ with a scimitar. This stance grants the Duelist +60% attack speed and -20% accuracy for 6 turns, takes no time to activate, and costs two charges.
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items.weapon.melee.scimitar.desc=A thick curved blade. Its shape allows for faster, yet less powerful attacks.
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items.weapon.melee.scimitar$sworddance.name=sword dance
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items.weapon.melee.scimitar$sworddance.desc=The Duelist is making quick momentum based strikes with her weapon, in a sort of dance. While this stance is active, she attacks 60%% faster (enough to attack exactly twice a turn with a scimitar), but suffers -20%% accuracy.\n\nTurns remaining: %s.
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items.weapon.melee.scimitar$sworddance.desc=The Duelist is making quick momentum based strikes in a sort of dance. While this stance is active, she attacks 60%% faster (enough to attack exactly twice a turn with a scimitar), but suffers -20%% accuracy.\n\nTurns remaining: %s.
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items.weapon.melee.spear.name=spear
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items.weapon.melee.spear.stats_desc=This is a rather slow weapon.\nThis weapon has extra reach.
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@@ -126,6 +126,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Quarterstaff;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.RoundShield;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Sai;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Scimitar;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Document;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Notes;
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@@ -475,6 +476,10 @@ public class Hero extends Char {
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accuracy *= 1.5f;
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}
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}
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if (buff(Scimitar.SwordDance.class) != null){
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accuracy *= 0.8f;
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}
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if (!RingOfForce.fightingUnarmed(this)) {
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return (int)(attackSkill * accuracy * wep.accuracyFactor( this, target ));
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@@ -681,15 +686,21 @@ public class Hero extends Char {
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return 0;
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}
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float delay = 1f;
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if (buff(Scimitar.SwordDance.class) != null){
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delay /= 1.6f; //+60% speed
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}
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if (!RingOfForce.fightingUnarmed(this)) {
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return belongings.weapon().delayFactor( this );
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return delay * belongings.weapon().delayFactor( this );
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} else {
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//Normally putting furor speed on unarmed attacks would be unnecessary
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//But there's going to be that one guy who gets a furor+force ring combo
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//This is for that one guy, you shall get your fists of fury!
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float delay = 1f/RingOfFuror.attackSpeedMultiplier(this);
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delay *= 1f/RingOfFuror.attackSpeedMultiplier(this);
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if (RingOfForce.unarmedGetsWeaponEffects(this)){
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delay = ((Weapon)belongings.weapon).augment.delayFactor(delay);
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@@ -186,10 +186,6 @@ abstract public class Weapon extends KindOfWeapon {
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ACC /= 5;
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}
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if (owner.buff(Scimitar.SwordDance.class) != null){
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ACC *= 0.8f;
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}
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return encumbrance > 0 ? (float)(ACC / Math.pow( 1.5, encumbrance )) : ACC;
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}
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@@ -211,13 +207,7 @@ abstract public class Weapon extends KindOfWeapon {
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}
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protected float speedMultiplier(Char owner ){
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float multi = RingOfFuror.attackSpeedMultiplier(owner);
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if (owner.buff(Scimitar.SwordDance.class) != null){
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multi += 0.6f;
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}
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return multi;
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return RingOfFuror.attackSpeedMultiplier(owner);
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}
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@Override
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