v2.4.0: added scaling to all non-damage based duelist abilities
This commit is contained in:
@@ -1589,7 +1589,8 @@ items.weapon.enchantments.vampiric.elestrike_desc=An elemental strike with a vam
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items.weapon.melee.assassinsblade.name=assassin's blade
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items.weapon.melee.assassinsblade.stats_desc=This weapon is stronger against unaware enemies.
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items.weapon.melee.assassinsblade.ability_name=sneak
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items.weapon.melee.assassinsblade.ability_desc=The Duelist can _sneak_ while wielding an assassin's blade. This ability lets the Duelist instantly blink up to 4 tiles away and grants her 1 turn of invisibility, but costs 2 charges.
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items.weapon.melee.assassinsblade.typical_ability_desc=The Duelist can _sneak_ while wielding an assassin's blade. This ability lets the Duelist instantly blink up to 3 tiles away and typically grants her _%d turns of invisibility,_ but costs 2 charges.
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items.weapon.melee.assassinsblade.ability_desc=The Duelist can _sneak_ while wielding an assassin's blade. This ability lets the Duelist instantly blink up to 3 tiles away and grants her _%d turns of invisibility,_ but costs 2 charges.
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items.weapon.melee.assassinsblade.desc=A small wavy blade made of obsidian, difficult to use despite being lightweight, but deadly if it finds the right mark.
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items.weapon.melee.battleaxe.name=battle axe
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@@ -1602,7 +1603,8 @@ items.weapon.melee.battleaxe.desc=The enormous steel head of this battle axe put
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items.weapon.melee.crossbow.name=crossbow
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items.weapon.melee.crossbow.stats_desc=This weapon enhances the damage of thrown darts when equipped, and will even grant its enchantment to them.
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items.weapon.melee.crossbow.ability_name=charged shot
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items.weapon.melee.crossbow.ability_desc=The Duelist can ready a _charged shot_ with a crossbow. This ability activates instantly and causes the next fired dart to always hit, apply on-hit effects to enemies in a 5x5 tile area, and last longer if it is tipped.
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items.weapon.melee.crossbow.typical_ability_desc=The Duelist can ready a _charged shot_ with a crossbow. This ability activates instantly and causes the next fired dart to always hit, apply on-hit effects to enemies in a 5x5 tile area, and typically last for _%d more uses_ if it is tipped.
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items.weapon.melee.crossbow.ability_desc=The Duelist can ready a _charged shot_ with a crossbow. This ability activates instantly and causes the next fired dart to always hit, apply on-hit effects to enemies in a 5x5 tile area, and last last for _%d more uses_ if it is tipped.
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items.weapon.melee.crossbow.desc=A fairly intricate weapon which shoots bolts at exceptional speeds. While it isn't designed for it, this crossbow's heft and sturdy construction make it a decent melee weapon as well.
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items.weapon.melee.crossbow$chargedshot.name=charged shot
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items.weapon.melee.crossbow$chargedshot.desc=The Duelist is focusing power into her crossbow. The next dart she fires with it will always hit and apply tipped dart effects and the crossbow's enchantment in a 5x5 area. Positive dart effects will only affect allies, and harmful effects will only apply to enemies.\n\nTipped darts will also have four extra uses when fired using a charged shot. The Duelist cannot use this ability to apply positive dart effects to herself.
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@@ -1610,13 +1612,15 @@ items.weapon.melee.crossbow$chargedshot.desc=The Duelist is focusing power into
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items.weapon.melee.dagger.name=dagger
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items.weapon.melee.dagger.stats_desc=This weapon is stronger against unaware enemies.
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items.weapon.melee.dagger.ability_name=sneak
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items.weapon.melee.dagger.ability_desc=The Duelist can _sneak_ while wielding a dagger. This ability lets the Duelist instantly blink up to 6 tiles away and grants her 1 turn of invisibility, but costs 2 charges.
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items.weapon.melee.dagger.typical_ability_desc=The Duelist can _sneak_ while wielding a dagger. This ability lets the Duelist instantly blink up to 5 tiles away and typically grants her _%d turns of invisibility_, but costs 2 charges.
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items.weapon.melee.dagger.ability_desc=The Duelist can _sneak_ while wielding a dagger. This ability lets the Duelist instantly blink up to 5 tiles away and grants her _%d turns of invisibility_, but costs 2 charges.
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items.weapon.melee.dagger.desc=A simple iron dagger with a worn wooden handle.
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items.weapon.melee.dirk.name=dirk
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items.weapon.melee.dirk.stats_desc=This weapon is stronger against unaware enemies.
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items.weapon.melee.dirk.ability_name=sneak
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items.weapon.melee.dirk.ability_desc=The Duelist can _sneak_ while wielding a dirk. This ability lets the Duelist instantly blink up to 5 tiles away and grants her 1 turn of invisibility, but costs 2 charges.
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items.weapon.melee.dirk.typical_ability_desc=The Duelist can _sneak_ while wielding a dirk. This ability lets the Duelist instantly blink up to 4 tiles away and typically grants her _%d turns of invisibility_, but costs 2 charges.
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items.weapon.melee.dirk.ability_desc=The Duelist can _sneak_ while wielding a dirk. This ability lets the Duelist instantly blink up to 4 tiles away and grants her _%d turns of invisibility_, but costs 2 charges.
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items.weapon.melee.dirk.desc=A longer thrusting dagger, gives a bit more steel to plunge into foes.
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items.weapon.melee.flail.name=flail
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@@ -1661,7 +1665,8 @@ items.weapon.melee.greatshield.name=greatshield
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items.weapon.melee.greatshield.typical_stats_desc=Typically this weapon blocks 0-%d damage. This blocking scales with upgrades.
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items.weapon.melee.greatshield.stats_desc=This weapon blocks 0-%d damage. This blocking scales with upgrades.
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items.weapon.melee.greatshield.ability_name=guard
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items.weapon.melee.greatshield.ability_desc=The Duelist can _guard_ herself with a greatshield, completely negating the next physical or magical attack made against her within 6 turns.
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items.weapon.melee.greatshield.typical_ability_desc=The Duelist can _guard_ herself with a greatshield, completely negating the next physical or magical attack made against her typically within _%d turns_.
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items.weapon.melee.greatshield.ability_desc=The Duelist can _guard_ herself with a greatshield, completely negating the next physical or magical attack made against her within _%d turns_.
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items.weapon.melee.greatshield.desc=More like a mobile wall than a shield, this gigantic mass of metal aids defense, but doesn't leave much room for attacking.
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items.weapon.melee.greatsword.name=greatsword
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@@ -1741,7 +1746,8 @@ items.weapon.melee.shortsword.desc=A quite short sword, only a few inches longer
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items.weapon.melee.quarterstaff.name=quarterstaff
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items.weapon.melee.quarterstaff.stats_desc=This weapon blocks 0-2 damage.
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items.weapon.melee.quarterstaff.ability_name=defensive stance
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items.weapon.melee.quarterstaff.ability_desc=The Duelist can assume a _defensive stance_ with a quarterstaff. This stance triples her evasion for 5 turns and takes no time to activate, but costs 2 charges.
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items.weapon.melee.quarterstaff.typical_ability_desc=The Duelist can assume a _defensive stance_ with a quarterstaff. This stance triples her evasion typically for _%d turns_ and takes no time to activate, but costs 2 charges.
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items.weapon.melee.quarterstaff.ability_desc=The Duelist can assume a _defensive stance_ with a quarterstaff. This stance triples her evasion for _%d turns_ and takes no time to activate, but costs 2 charges.
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items.weapon.melee.quarterstaff.desc=A staff of hardwood, its ends are shod with iron.
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items.weapon.melee.quarterstaff$defensivestance.name=defensive stance
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items.weapon.melee.quarterstaff$defensivestance.desc=The Duelist is using her quarterstaff to deflect incoming blows and projectiles. As long as she is in this stance, her evasion against all attacks is tripled.\n\nTurns remaining: %s.
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@@ -1757,7 +1763,8 @@ items.weapon.melee.roundshield.name=round shield
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items.weapon.melee.roundshield.typical_stats_desc=Typically this weapon blocks 0-%d damage. This blocking scales with upgrades.
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items.weapon.melee.roundshield.stats_desc=This weapon blocks 0-%d damage. This blocking scales with upgrades.
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items.weapon.melee.roundshield.ability_name=guard
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items.weapon.melee.roundshield.ability_desc=The Duelist can _guard_ herself with a round shield, completely negating the next physical or magical attack made against her within 8 turns.
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items.weapon.melee.roundshield.typical_ability_desc=The Duelist can _guard_ herself with a round shield, completely negating the next physical or magical attack made against her typically within _%d turns_.
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items.weapon.melee.roundshield.ability_desc=The Duelist can _guard_ herself with a round shield, completely negating the next physical or magical attack made against her within _%d turns_.
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items.weapon.melee.roundshield.desc=This large shield effectively blocks attacks and makes a decent weapon in a pinch.
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items.weapon.melee.roundshield$guardtracker.name=guarding
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items.weapon.melee.roundshield$guardtracker.guarded=guarded
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@@ -1766,7 +1773,8 @@ items.weapon.melee.roundshield$guardtracker.desc=The Duelist has readied her shi
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items.weapon.melee.runicblade.name=runic blade
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items.weapon.melee.runicblade.stats_desc=This weapon benefits more from upgrades.
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items.weapon.melee.runicblade.ability_name=runic slash
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items.weapon.melee.runicblade.ability_desc=The Duelist can perform a _runic slash_ with a runic blade. This attack is guaranteed to hit and has +300% enchantment power.
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items.weapon.melee.runicblade.typical_ability_desc=The Duelist can perform a _runic slash_ with a runic blade. This attack is guaranteed to hit and typically has _+%d%% enchantment power._
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items.weapon.melee.runicblade.ability_desc=The Duelist can perform a _runic slash_ with a runic blade. This attack is guaranteed to hit and has _+%d%% enchantment power._
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items.weapon.melee.runicblade.desc=A mysterious weapon from a distant land, with a bright blue blade.
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items.weapon.melee.sai.name=sai
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@@ -1781,7 +1789,8 @@ items.weapon.melee.sai$combostriketracker.desc=The Duelist is building combo tha
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items.weapon.melee.scimitar.name=scimitar
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items.weapon.melee.scimitar.stats_desc=This is a rather fast weapon.
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items.weapon.melee.scimitar.ability_name=sword dance
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items.weapon.melee.scimitar.ability_desc=The Duelist can perform a _sword dance_ with a scimitar. This stance grants the Duelist +60% attack speed and +25% accuracy for 5 turns, takes no time to activate, and costs 2 charges.
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items.weapon.melee.scimitar.typical_ability_desc=The Duelist can perform a _sword dance_ with a scimitar. This stance grants the Duelist +60%% attack speed and +25%% accuracy typically for _%d turns_, takes no time to activate, and costs 2 charges.
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items.weapon.melee.scimitar.ability_desc=The Duelist can perform a _sword dance_ with a scimitar. This stance grants the Duelist +60%% attack speed and +25%% accuracy for _%d turns_, takes no time to activate, and costs 2 charges.
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items.weapon.melee.scimitar.desc=A thick curved blade. Its shape allows for faster, yet less powerful attacks.
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items.weapon.melee.scimitar$sworddance.name=sword dance
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items.weapon.melee.scimitar$sworddance.desc=The Duelist is making quick momentum based strikes in a sort of dance. While this stance is active, she attacks 60%% faster (enough to attack exactly twice a turn with a scimitar) and has +25%% accuracy.\n\nTurns remaining: %s.
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@@ -1825,7 +1834,8 @@ items.weapon.melee.warscythe.desc=This large and unwieldy tool has been reinforc
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items.weapon.melee.whip.name=whip
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items.weapon.melee.whip.stats_desc=This weapon has tremendous reach.
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items.weapon.melee.whip.ability_name=lash
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items.weapon.melee.whip.ability_desc=The Duelist can _lash_ all enemies around her with a whip. This ability performs a normal attack against all enemies within attack range and is guaranteed to hit the closest target.
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items.weapon.melee.whip.typical_ability_desc=The Duelist can _lash_ all enemies around her with a whip. This ability attacks all enemies within attack range, typically dealing _%1$d-%2$d damage_ and is guaranteed to hit the closest target.
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items.weapon.melee.whip.ability_desc=The Duelist can _lash_ all enemies around her with a whip. This ability attacks all enemies within attack range, dealing _%1$d-%2$d damage_ and is guaranteed to hit the closest target.
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items.weapon.melee.whip.desc=While the barbed length of rope at the end of this weapon deals poor damage, its reach cannot be matched.
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items.weapon.melee.wornshortsword.name=worn shortsword
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+1
-1
@@ -398,7 +398,7 @@ abstract public class Weapon extends KindOfWeapon {
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}
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if (attacker.buff(RunicBlade.RunicSlashTracker.class) != null){
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multi += 3f;
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multi += attacker.buff(RunicBlade.RunicSlashTracker.class).boost;
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attacker.buff(RunicBlade.RunicSlashTracker.class).detach();
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}
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+10
-1
@@ -81,7 +81,16 @@ public class AssassinsBlade extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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Dagger.sneakAbility(hero, target, 4, this);
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Dagger.sneakAbility(hero, target, 3, 2+buffedLvl(), this);
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}
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 2+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 2);
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}
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}
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}
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+9
@@ -76,6 +76,15 @@ public class Crossbow extends MeleeWeapon {
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afterAbilityUsed(hero);
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}
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 2+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 2);
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}
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}
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public static class ChargedShot extends Buff{
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{
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+12
-3
@@ -95,10 +95,19 @@ public class Dagger extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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sneakAbility(hero, target, 6, this);
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sneakAbility(hero, target, 5, 2+buffedLvl(), this);
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}
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public static void sneakAbility(Hero hero, Integer target, int maxDist, MeleeWeapon wep){
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 2+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 2);
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}
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}
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public static void sneakAbility(Hero hero, Integer target, int maxDist, int invisTurns, MeleeWeapon wep){
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if (target == null) {
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return;
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}
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@@ -116,7 +125,7 @@ public class Dagger extends MeleeWeapon {
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}
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wep.beforeAbilityUsed(hero, null);
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Buff.affect(hero, Invisibility.class);
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Buff.affect(hero, Invisibility.class, invisTurns-1); //1 fewer turns as ability is instant
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hero.next();
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Dungeon.hero.sprite.turnTo( Dungeon.hero.pos, target);
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+10
-1
@@ -81,7 +81,16 @@ public class Dirk extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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Dagger.sneakAbility(hero, target, 5, this);
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Dagger.sneakAbility(hero, target, 4, 2+buffedLvl(), this);
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}
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 2+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 2);
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}
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}
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}
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+10
-1
@@ -55,6 +55,15 @@ public class Greatshield extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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RoundShield.guardAbility(hero, 6, this);
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RoundShield.guardAbility(hero, 5+buffedLvl(), this);
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}
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 5+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 5);
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}
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}
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}
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+13
-2
@@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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@@ -58,12 +59,22 @@ public class Quarterstaff extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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beforeAbilityUsed(hero, null);
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Buff.prolong(hero, DefensiveStance.class, 4f); //4 turns as using the ability is instant
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//1 turn less as using the ability is instant
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Buff.prolong(hero, DefensiveStance.class, 3 + buffedLvl());
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hero.sprite.operate(hero.pos);
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hero.next();
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afterAbilityUsed(hero);
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}
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 4+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 4);
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}
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}
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public static class DefensiveStance extends FlavourBuff {
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{
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@@ -78,7 +89,7 @@ public class Quarterstaff extends MeleeWeapon {
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@Override
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public float iconFadePercent() {
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return Math.max(0, (5 - visualcooldown()) / 5);
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return Math.max(0, (4 - visualcooldown()) / 4);
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}
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}
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+11
-2
@@ -62,7 +62,16 @@ public class RoundShield extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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RoundShield.guardAbility(hero, 8, this);
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RoundShield.guardAbility(hero, 8+buffedLvl(), this);
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}
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 8+buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 8);
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}
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}
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public static void guardAbility(Hero hero, int duration, MeleeWeapon wep){
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@@ -87,7 +96,7 @@ public class RoundShield extends MeleeWeapon {
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@Override
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public float iconFadePercent() {
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return Math.max(0, (7 - visualcooldown()) / 7);
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return Math.max(0, (5 - visualcooldown()) / 5);
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}
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}
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}
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+16
-1
@@ -74,6 +74,7 @@ public class RunicBlade extends MeleeWeapon {
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//we apply here because of projecting
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RunicSlashTracker tracker = Buff.affect(hero, RunicSlashTracker.class);
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tracker.boost = 2f + 0.25f*buffedLvl();
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hero.belongings.abilityWeapon = this;
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if (!hero.canAttack(enemy)){
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GLog.w(Messages.get(this, "ability_bad_position"));
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@@ -102,6 +103,20 @@ public class RunicBlade extends MeleeWeapon {
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});
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}
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public static class RunicSlashTracker extends FlavourBuff{};
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@Override
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public String abilityInfo() {
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if (levelKnown){
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return Messages.get(this, "ability_desc", 200+25*buffedLvl());
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} else {
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return Messages.get(this, "typical_ability_desc", 200);
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}
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}
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public static class RunicSlashTracker extends FlavourBuff{
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public float boost = 2f;
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};
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}
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+13
-2
@@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
|
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
|
||||
|
||||
@@ -54,12 +55,22 @@ public class Scimitar extends MeleeWeapon {
|
||||
@Override
|
||||
protected void duelistAbility(Hero hero, Integer target) {
|
||||
beforeAbilityUsed(hero, null);
|
||||
Buff.prolong(hero, SwordDance.class, 4f); //4 turns as using the ability is instant
|
||||
//1 turn less as using the ability is instant
|
||||
Buff.prolong(hero, SwordDance.class, 3+buffedLvl());
|
||||
hero.sprite.operate(hero.pos);
|
||||
hero.next();
|
||||
afterAbilityUsed(hero);
|
||||
}
|
||||
|
||||
@Override
|
||||
public String abilityInfo() {
|
||||
if (levelKnown){
|
||||
return Messages.get(this, "ability_desc", 4+buffedLvl());
|
||||
} else {
|
||||
return Messages.get(this, "typical_ability_desc", 4);
|
||||
}
|
||||
}
|
||||
|
||||
public static class SwordDance extends FlavourBuff {
|
||||
|
||||
{
|
||||
@@ -74,7 +85,7 @@ public class Scimitar extends MeleeWeapon {
|
||||
|
||||
@Override
|
||||
public float iconFadePercent() {
|
||||
return Math.max(0, (5 - visualcooldown()) / 5);
|
||||
return Math.max(0, (4 - visualcooldown()) / 4);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+8
@@ -95,4 +95,12 @@ public class Whip extends MeleeWeapon {
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
public String abilityInfo() {
|
||||
if (levelKnown) {
|
||||
return Messages.get(this, "ability_desc", augment.damageFactor(min()), augment.damageFactor(max()));
|
||||
} else {
|
||||
return Messages.get(this, "typical_ability_desc", min(0), max(0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -97,7 +97,7 @@ public class Dart extends MissileWeapon {
|
||||
}
|
||||
}
|
||||
|
||||
private static Crossbow bow;
|
||||
protected static Crossbow bow;
|
||||
|
||||
private void updateCrossbow(){
|
||||
if (Dungeon.hero.belongings.weapon() instanceof Crossbow){
|
||||
|
||||
+2
-2
@@ -182,8 +182,8 @@ public abstract class TippedDart extends Dart {
|
||||
float usages = Math.round(MAX_DURABILITY/use);
|
||||
|
||||
//grants 4 extra uses with charged shot
|
||||
if (Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){
|
||||
usages += 4;
|
||||
if (bow != null && Dungeon.hero.buff(Crossbow.ChargedShot.class) != null){
|
||||
usages += 2 + bow.buffedLvl();
|
||||
}
|
||||
|
||||
//at 100 uses, items just last forever.
|
||||
|
||||
Reference in New Issue
Block a user