v0.3.0: structure for battlemage rework (some implementation, no balancing atm)

This commit is contained in:
Evan Debenham
2015-03-31 00:31:47 -04:00
parent 75f1181d27
commit 2d134123de
16 changed files with 127 additions and 7 deletions
@@ -26,6 +26,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.DeathRay;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.PurpleParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Death;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
@@ -92,7 +94,14 @@ public class WandOfDisintegration extends Wand {
ch.sprite.flash();
}
}
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//less likely Grim proc
if (Random.Int(10) == 0)
new Death().proc( staff, attacker, defender, damage);
}
private int distance() {
return level() + 4;
}