V0.2.0: Implemented Ring of Sharpshooting

This commit is contained in:
Evan Debenham
2014-09-11 15:33:46 -04:00
parent 902b2a096f
commit 2ad10e7168
4 changed files with 33 additions and 6 deletions
@@ -24,6 +24,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CapeOfThorns;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfForce;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.watabou.noosa.Camera;
import com.watabou.noosa.Game;
import com.watabou.noosa.audio.Sample;
@@ -255,10 +256,16 @@ public class Hero extends Char {
@Override
public int attackSkill( Char target ) {
if (belongings.weapon != null) {
return (int)(attackSkill * belongings.weapon.acuracyFactor( this ));
} else {
return (int)(attackSkill);
if (belongings.weapon != null && !usingRanged) {
return (int) (attackSkill * belongings.weapon.acuracyFactor(this));
} else if (usingRanged){
int bonus = 0;
for (Buff buff : buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
return (int)(attackSkill * Math.pow(1.1, bonus));
} else {
return attackSkill;
}
}