v1.3.0: replaced fragile curse with explosive curse
This commit is contained in:
@@ -1358,8 +1358,13 @@ items.weapon.curses.displacing.desc=Displacing weapons are infused with chaotic
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items.weapon.curses.exhausting.name=exhausting %s
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items.weapon.curses.exhausting.desc=Exhausting weapons take great effort to use, and will periodically weaken the wearer as a result.
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items.weapon.curses.fragile.name=fragile %s
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items.weapon.curses.fragile.desc=Fragile weapons start out just as strong as their normal counterparts, but rapidly decrease in effectiveness as they are used.
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items.weapon.curses.explosive.name=explosive %s
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items.weapon.curses.explosive.warm=Warm...
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items.weapon.curses.explosive.hot=Hot!
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items.weapon.curses.explosive.desc=Explosive weapons steadily build up power and explode, damaging the wearer and enemy.
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items.weapon.curses.explosive.desc_cool=Your weapon is currently cool to the touch.
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items.weapon.curses.explosive.desc_warm=Your weapon is building energy and getting warm...
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items.weapon.curses.explosive.desc_hot=_Your weapon is hot! It's about to explode!_
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items.weapon.curses.friendly.name=friendly %s
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items.weapon.curses.friendly.desc=Friendly weapons are best suited for pacifists, occasionally triggering magic that makes it impossible to fight.
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@@ -46,6 +46,11 @@ public class ShatteredPixelDungeon extends Game {
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public ShatteredPixelDungeon( PlatformSupport platform ) {
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super( sceneClass == null ? WelcomeScene.class : sceneClass, platform );
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//v1.3.0
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com.watabou.utils.Bundle.addAlias(
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com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Explosive.class,
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"com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Fragile" );
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//v1.2.0
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com.watabou.utils.Bundle.addAlias(
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com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.CleansingDart.class,
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+2
-2
@@ -34,7 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Annoying;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Displacing;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Exhausting;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Fragile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Explosive;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Friendly;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Polarized;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Sacrificial;
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@@ -353,7 +353,7 @@ abstract public class Weapon extends KindOfWeapon {
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};
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private static final Class<?>[] curses = new Class<?>[]{
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Annoying.class, Displacing.class, Exhausting.class, Fragile.class,
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Annoying.class, Displacing.class, Exhausting.class, Explosive.class,
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Sacrificial.class, Wayward.class, Polarized.class, Friendly.class
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};
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+133
@@ -0,0 +1,133 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.bombs.Bomb;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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public class Explosive extends Weapon.Enchantment {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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private static ItemSprite.Glowing WARM = new ItemSprite.Glowing( 0x000000, 0.5f );
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private static ItemSprite.Glowing HOT = new ItemSprite.Glowing( 0x000000, 0.25f );
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private int durability = 100;
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@Override
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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//average value of 5, or 20 hits to an explosion
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int durToReduce = Random.IntRange(0, 10);
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int currentDurability = durability;
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durability -= durToReduce;
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if (currentDurability > 50 && durability <= 50){
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attacker.sprite.showStatus(CharSprite.WARNING, Messages.get(this, "warm"));
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GLog.w(Messages.get(this, "desc_warm"));
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attacker.sprite.emitter().burst(SmokeParticle.FACTORY, 4);
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Item.updateQuickslot();
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} else if (currentDurability > 10 && durability <= 10){
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attacker.sprite.showStatus(CharSprite.NEGATIVE, Messages.get(this, "hot"));
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GLog.n(Messages.get(this, "desc_hot"));
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attacker.sprite.emitter().burst(BlastParticle.FACTORY, 5);
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Item.updateQuickslot();
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} else if (durability <= 0) {
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//explosion position is either the attacker's position (when attacker and defender are adjacent)
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//or the closest cell to the defender on a straight path to them otherwise
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int explosionPos = -1;
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if (Dungeon.level.adjacent(attacker.pos, defender.pos)){
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explosionPos = attacker.pos;
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} else {
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Ballistica path = new Ballistica(attacker.pos, defender.pos, Ballistica.PROJECTILE);
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if (path.dist == 0){
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explosionPos = attacker.pos;
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} else {
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explosionPos = path.path.get(path.dist-1);
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}
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}
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new Bomb().explode(explosionPos);
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durability = 100;
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Item.updateQuickslot();
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}
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return damage;
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}
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@Override
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public boolean curse() {
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return true;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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if (durability > 50){
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return BLACK;
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} else if (durability > 10){
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return WARM;
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} else {
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return HOT;
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}
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}
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@Override
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public String desc() {
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String desc = super.desc();
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if (durability > 50){
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desc += " " + Messages.get(this, "desc_cool");
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} else if (durability > 10){
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desc += " " + Messages.get(this, "desc_warm");
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} else {
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desc += " " + Messages.get(this, "desc_hot");
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}
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return desc;
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}
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private static final String DURABILITY = "durability";
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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durability = bundle.getInt(DURABILITY);
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//pre-1.3 saves
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if (durability <= 0){
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durability = 100;
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}
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}
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@Override
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public void storeInBundle( Bundle bundle ) {
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bundle.put(DURABILITY, durability);
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}
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}
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-64
@@ -1,64 +0,0 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.watabou.utils.Bundle;
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public class Fragile extends Weapon.Enchantment {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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private int hits = 0;
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@Override
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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//degrades from 100% to 25% damage over 150 hits
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damage *= (1f - hits*0.005f);
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if (hits < 150) hits++;
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return damage;
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}
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@Override
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public boolean curse() {
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return true;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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private static final String HITS = "hits";
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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hits = bundle.getInt(HITS);
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}
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@Override
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public void storeInBundle( Bundle bundle ) {
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bundle.put(HITS, hits);
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}
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}
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+1
-1
@@ -96,7 +96,7 @@ public class MeleeWeapon extends Weapon {
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if (enchantment != null && (cursedKnown || !enchantment.curse())){
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info += "\n\n" + Messages.get(Weapon.class, "enchanted", enchantment.name());
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info += " " + Messages.get(enchantment, "desc");
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info += " " + enchantment.desc();
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}
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if (cursed && isEquipped( Dungeon.hero )) {
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