V0.2.0: Deleted all seven unused rings (each one is replaced by an artifact)

This commit is contained in:
Evan Debenham
2014-09-10 15:01:08 -04:00
parent 5684fe2367
commit 2667f1bbf5
8 changed files with 7 additions and 361 deletions
@@ -71,12 +71,9 @@ import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfAccuracy;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfDetection;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfElements;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEvasion;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfHaste;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfShadows;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfThorns;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRecharging;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
@@ -1084,11 +1081,8 @@ public class Hero extends Char {
@Override
public int stealth() {
int stealth = super.stealth();
for (Buff buff : buffs( RingOfShadows.Shadows.class )) {
stealth += ((RingOfShadows.Shadows)buff).level;
}
return stealth;
//no logic here since removal of Ring of Shadows, may do something here in future.
return super.stealth();
}
@Override
@@ -1236,9 +1230,12 @@ public class Hero extends Char {
public boolean search( boolean intentional ) {
boolean smthFound = false;
int positive = 0;
int negative = 0;
//holding onto this code for now as it may be useful in coding the Talisman of Foresight.
/*
for (Buff buff : buffs( RingOfDetection.Detection.class )) {
int bonus = ((RingOfDetection.Detection)buff).level;
if (bonus > positive) {
@@ -1247,6 +1244,7 @@ public class Hero extends Char {
negative += bonus;
}
}
*/
int distance = 1 + positive + negative;
float level = intentional ? (2 * awareness - awareness * awareness) : awareness;