diff --git a/core/src/main/assets/messages/actors/actors.properties b/core/src/main/assets/messages/actors/actors.properties index 6e5034f8f..753da5d17 100644 --- a/core/src/main/assets/messages/actors/actors.properties +++ b/core/src/main/assets/messages/actors/actors.properties @@ -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. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/rogue/SmokeBomb.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/rogue/SmokeBomb.java index fe4d8b139..0e0845c15 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/rogue/SmokeBomb.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/rogue/SmokeBomb.java @@ -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"); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/warrior/HeroicLeap.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/warrior/HeroicLeap.java index ccb1fc1f3..8f0244a7b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/warrior/HeroicLeap.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/hero/abilities/warrior/HeroicLeap.java @@ -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); } } }