v3.2.0: added a short cooldown to blast wave's on-hit effect
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@@ -1536,7 +1536,7 @@ items.wands.wandofblastwave.desc=This wand is made of a sort of marbled stone, w
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items.wands.wandofblastwave.typical_stats_desc=This wand shoots a bolt which violently detonates at a target location. The force of this blast typically deals _%1$d-%2$d damage_ and is strong enough to send most enemies flying.
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items.wands.wandofblastwave.stats_desc=This wand shoots a bolt which violently detonates at a target location. The force of this blast deals _%1$d-%2$d damage_ and is strong enough to send most enemies flying.
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items.wands.wandofblastwave.upgrade_stat_name_2=Knockback
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items.wands.wandofblastwave.bmage_desc=When _the Battlemage_ strikes a paralyzed enemy with a staff of blast wave, it will consume the paralysis to deal a burst of bonus magic damage.
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items.wands.wandofblastwave.bmage_desc=When _the Battlemage_ strikes a paralyzed enemy with a staff of blast wave, it will consume the paralysis to deal a burst of bonus magic damage. This has a short cooldown per-enemy.
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items.wands.wandofblastwave.eleblast_desc=An elemental blast with a staff of blast wave deals 67% damage and knocks all enemies outside of the blast area.
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items.wands.wandofcorrosion.name=wand of corrosion
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@@ -26,6 +26,8 @@ import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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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.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Effects;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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@@ -193,15 +195,20 @@ public class WandOfBlastWave extends DamageWand {
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@Override
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public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
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if (defender.buff(Paralysis.class) != null){
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if (defender.buff(Paralysis.class) != null && defender.buff(BWaveOnHitTracker.class) == null){
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defender.buff(Paralysis.class).detach();
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int dmg = Random.NormalIntRange(6+buffedLvl(), 12+2*buffedLvl());
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defender.damage(Math.round(procChanceMultiplier(attacker) * dmg), this);
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BlastWave.blast(defender.pos);
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Sample.INSTANCE.play( Assets.Sounds.BLAST );
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//brief immunity, to prevent stacking absurd damage with it with things like para gas
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Buff.prolong(defender, BWaveOnHitTracker.class, 3f);
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}
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}
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public static class BWaveOnHitTracker extends FlavourBuff{}
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@Override
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public String upgradeStat2(int level) {
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return Integer.toString(3 + level);
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