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
@@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
@@ -63,6 +64,14 @@ public class IncendiaryDart extends MissileWeapon {
} else {
if (!curUser.shoot( enemy, this )) {
Dungeon.level.drop( this, cell ).sprite.drop();
//TODO: test this
} else {
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
if (Random.Float() > Math.pow(0.7, bonus))
Dungeon.level.drop( this, cell ).sprite.drop();
}
}
}