v0.3.0: structure for battlemage rework (some implementation, no balancing atm)
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@@ -24,8 +24,10 @@ import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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@@ -85,7 +87,14 @@ public class WandOfMagicMissile extends Wand {
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}
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}
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}
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@Override
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public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
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//regains lvl*5% of total missing charge
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partialCharge += ((maxCharges - curCharges)/20f)*staff.level;
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SpellSprite.show(attacker, SpellSprite.CHARGE);
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}
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@Override
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public void execute( Hero hero, String action ) {
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if (action.equals( AC_DISENCHANT )) {
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