v1.3.0: compensation buffs to heroic leap and fix smoke bomb charge use

This commit is contained in:
Evan Debenham
2022-05-29 13:35:11 -04:00
parent 1ed3aa57a1
commit 48181d5a31
3 changed files with 13 additions and 8 deletions

View File

@@ -550,11 +550,11 @@ actors.hero.talent.enhanced_combo.title=enhanced combo
actors.hero.talent.enhanced_combo.desc=_+1:_ When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.\n\n_+2:_ In addition to the benefits of +1, when the Gladiator's combo is 9 or higher Parry works on multiple attacks.\n\n_+3:_ In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury.
actors.hero.talent.body_slam.title=body slam
actors.hero.talent.body_slam.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies take _25%_ of his damage blocking power in damage.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies take _50%_ of his damage blocking power in damage.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies take _75%_ of his damage blocking power in damage.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies take _100%_ of his damage blocking power in damage.
actors.hero.talent.body_slam.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies take damage equal to _1-4 plus 25%_ of his damage blocking power.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies take damage equal to _2-8 plus 50%_ of his damage blocking power.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies take damage equal to _3-12 plus 75%_ of his damage blocking power.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies take damage equal to _4-16 plus 100%_ of his damage blocking power.
actors.hero.talent.impact_wave.title=impact wave
actors.hero.talent.impact_wave.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies are knocked _2 tiles_ back and have a _25% chance_ of becoming vulnerable for 3 turns.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies are knocked _3 tiles_ back and have a _50% chance_ of becoming vulnerable for 3 turns.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies are knocked _4 tiles_ back and have a _75% chance_ of becoming vulnerable for 3 turns.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies are knocked _5 tiles_ back and have a _100% chance_ of becoming vulnerable for 3 turns.
actors.hero.talent.impact_wave.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies are knocked _2 tiles_ back and have a _25% chance_ of becoming vulnerable for 5 turns.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies are knocked _3 tiles_ back and have a _50% chance_ of becoming vulnerable for 5 turns.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies are knocked _4 tiles_ back and have a _75% chance_ of becoming vulnerable for 5 turns.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies are knocked _5 tiles_ back and have a _100% chance_ of becoming vulnerable for 5 turns.
actors.hero.talent.double_jump.title=double jump
actors.hero.talent.double_jump.desc=_+1:_ If the Warrior performs a second leap within 3 turns, that leap has a _16% reduced_ charge cost.\n\n_+2:_ If the Warrior performs a second leap within 3 turns, that leap has a _30% reduced_ charge cost.\n\n_+3:_ If the Warrior performs a second leap within 3 turns, that leap has a _41% reduced_ charge cost.\n\n_+4:_ If the Warrior performs a second leap within 3 turns, that leap has a _50% reduced_ charge cost.
actors.hero.talent.double_jump.desc=_+1:_ If the Warrior performs a second leap within 3 turns, that leap has a _20% reduced_ charge cost.\n\n_+2:_ If the Warrior performs a second leap within 3 turns, that leap has a _36% reduced_ charge cost.\n\n_+3:_ If the Warrior performs a second leap within 3 turns, that leap has a _50% reduced_ charge cost.\n\n_+4:_ If the Warrior performs a second leap within 3 turns, that leap has a _60% reduced_ charge cost.
actors.hero.talent.expanding_wave.title=expanding wave
actors.hero.talent.expanding_wave.desc=_+1:_ Shockwave's range is increased to _6 tiles_ from 5, and its width is increased to _75 degrees_ from 60.\n\n_+2:_ Shockwave's range is increased to _7 tiles_ from 5, and its width is increased to _90 degrees_ from 60.\n\n_+3:_ Shockwave's range is increased to _8 tiles_ from 5, and its width is increased to _105 degrees_ from 60.\n\n_+4:_ Shockwave's range is increased to _9 tiles_ from 5, and its width is increased to _120 degrees_ from 60.

View File

@@ -58,6 +58,10 @@ import com.watabou.utils.Random;
public class SmokeBomb extends ArmorAbility {
{
baseChargeUse = 50;
}
@Override
public String targetingPrompt() {
return Messages.get(this, "prompt");

View File

@@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.HoldFast;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vulnerable;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Weakness;
@@ -58,8 +59,8 @@ public class HeroicLeap extends ArmorAbility {
public float chargeUse( Hero hero ) {
float chargeUse = super.chargeUse(hero);
if (hero.buff(DoubleJumpTracker.class) != null){
//reduced charge use by 16%/30%/41%/50%
chargeUse *= Math.pow(0.84, hero.pointsInTalent(Talent.DOUBLE_JUMP));
//reduced charge use by 20%/36%/50%/60%
chargeUse *= Math.pow(0.795, hero.pointsInTalent(Talent.DOUBLE_JUMP));
}
return chargeUse;
}
@@ -95,8 +96,8 @@ public class HeroicLeap extends ArmorAbility {
Char mob = Actor.findChar(hero.pos + i);
if (mob != null && mob != hero && mob.alignment != Char.Alignment.ALLY) {
if (hero.hasTalent(Talent.BODY_SLAM)){
int damage = hero.drRoll();
damage = Math.round(damage*0.25f*hero.pointsInTalent(Talent.BODY_SLAM));
int damage = Random.NormalIntRange(hero.pointsInTalent(Talent.BODY_SLAM), 4*hero.pointsInTalent(Talent.BODY_SLAM));
damage += Math.round(hero.drRoll()*0.25f*hero.pointsInTalent(Talent.BODY_SLAM));
mob.damage(damage, hero);
}
if (mob.pos == hero.pos + i && hero.hasTalent(Talent.IMPACT_WAVE)){
@@ -104,7 +105,7 @@ public class HeroicLeap extends ArmorAbility {
int strength = 1+hero.pointsInTalent(Talent.IMPACT_WAVE);
WandOfBlastWave.throwChar(mob, trajectory, strength, true, true, HeroicLeap.this.getClass());
if (Random.Int(4) < hero.pointsInTalent(Talent.IMPACT_WAVE)){
Buff.prolong(mob, Vulnerable.class, 3f);
Buff.prolong(mob, Vulnerable.class, 5f);
}
}
}