diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java index fc5ffd584..624aceb4a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/Hero.java @@ -71,6 +71,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Monk; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Snake; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.CheckedCell; +import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite; import com.shatteredpixel.shatteredpixeldungeon.effects.Splash; @@ -1310,7 +1311,9 @@ public class Hero extends Char { && buff(Talent.AggressiveBarrierCooldown.class) == null && (HP / (float)HT) < 0.20f*(1+pointsInTalent(Talent.AGGRESSIVE_BARRIER))){ Buff.affect(this, Barrier.class).setShield(3); + sprite.showStatusWithIcon(CharSprite.POSITIVE, "3", FloatingText.SHIELDING); Buff.affect(this, Talent.AggressiveBarrierCooldown.class, 50f); + } sprite.attack( enemy.pos ); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfTransfusion.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfTransfusion.java index 708053afd..d24da96bf 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfTransfusion.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfTransfusion.java @@ -113,6 +113,7 @@ public class WandOfTransfusion extends Wand { //grant a self-shield, and... Buff.affect(curUser, Barrier.class).setShield((5 + buffedLvl())); + curUser.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(5+buffedLvl()), FloatingText.SHIELDING); //charms living enemies if (!ch.properties().contains(Char.Property.UNDEAD)) {