v0.7.2: fixes:
- vampiric allowing healing over max HP, and using defender HT - typo fixes in magical infusion and polarized curse
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@@ -36,9 +36,10 @@ public class Vampiric extends Weapon.Enchantment {
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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//heals for 0-10% of damage dealt, based on missing HP
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float missingPercent = (attacker.HT - attacker.HP) / (float)defender.HT;
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float healValue = missingPercent * 0.1f;
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int healAmt = Math.round(healValue * damage);
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float missingPercent = (attacker.HT - attacker.HP) / (float)attacker.HT;
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float healPercent = missingPercent * 0.1f;
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int healAmt = Math.round(healPercent * damage);
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healAmt = Math.min( healAmt, attacker.HT - attacker.HP );
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if (healAmt > 0) {
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@@ -967,7 +967,7 @@ items.spells.spell.no_magic=You can't cast spells while magic immune.
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items.spells.magicalinfusion.name=magical infusion
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items.spells.magicalinfusion.inv_title=Infuse an item
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items.spells.magicalinfusion.infuse=Your %s is infused with arcane energy!
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items.spells.magicalinfusion.desc=This spell posses the same magical power as a scroll of upgrade, but in a more stable form.\n\nIn addition to upgrading an item as normal, it will never erase an enchantment on a weapon or a glyph on armor.
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items.spells.magicalinfusion.desc=This spell possesses the same magical power as a scroll of upgrade, but in a more stable form.\n\nIn addition to upgrading an item as normal, it will never erase an enchantment on a weapon or a glyph on armor.
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items.spells.magicalporter.name=magical porter
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items.spells.magicalporter.inv_title=Port an item
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@@ -1153,7 +1153,7 @@ items.weapon.curses.friendly.name=friendly %s
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items.weapon.curses.friendly.desc=Friendly weapons are best suited for pacifists, occasionally triggering magic that makes it impossible to fight.
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items.weapon.curses.polarized.name=polarized %s
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items.weapon.curses.polarized.desc=A polarized weapon is affected by magic that causes its attack to either deal 50% more damage, or not damage at all.
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items.weapon.curses.polarized.desc=A polarized weapon is affected by magic that causes its attack to either deal 50% more damage, or no damage at all.
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items.weapon.curses.sacrificial.name=sacrificial %s
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items.weapon.curses.sacrificial.desc=Sacrificial weapons will demand blood from the wearer in return for attacking foes. The more healthy the wearer is, the more blood the curse will take.
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