v3.2.0: balance changes for T5 thrown weapons
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@@ -2160,7 +2160,8 @@ items.weapon.missiles.fishingspear.desc=Tiny throwing spears that work well as a
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items.weapon.missiles.forcecube.name=force cube
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items.weapon.missiles.forcecube.ondeath=You killed yourself with your own Force Cube...
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items.weapon.missiles.forcecube.desc=This oddly-shaped weapon is small enough to hold in your hand, but is incredibly heavy. When thrown, it will spread the force of its impact over a small area, damaging everything in the blast.
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items.weapon.missiles.forcecube.stats_desc=This weapon spreads the force of its impact over a small area, hitting everything nearby.
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items.weapon.missiles.forcecube.desc=These oddly-shaped magical cubes are small enough to hold in your hand, but are incredibly heavy.
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items.weapon.missiles.heavyboomerang.name=heavy boomerang
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items.weapon.missiles.heavyboomerang,stats_desc=This weapon circles back to the location it was thrown from after a few turns.
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@@ -2198,7 +2199,7 @@ items.weapon.missiles.throwingclub.name=throwing club
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items.weapon.missiles.throwingclub.desc=A fairly simple but durable thrown weapon, essentially a large rock fastened to a stick.
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items.weapon.missiles.throwinghammer.name=throwing hammer
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items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies.
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items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. Their smooth all-metal construction means they are quite durable.
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items.weapon.missiles.throwingknife.name=throwing knife
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items.weapon.missiles.throwingknife.stats_desc=This weapon is stronger against unaware enemies.
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@@ -47,6 +47,12 @@ public class ForceCube extends MissileWeapon {
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sticky = false;
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}
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@Override
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public int max(int lvl) {
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return 4 * tier + //20 base, down from 25
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(tier) * lvl; //scaling unchanged
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}
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@Override
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public void hitSound(float pitch) {
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//no hitsound as it never hits enemies directly
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@@ -59,6 +65,7 @@ public class ForceCube extends MissileWeapon {
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return;
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}
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//TODO ID progress is pretty screwy here
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rangedHit( null, cell );
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Dungeon.level.pressCell(cell);
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@@ -32,7 +32,7 @@ public class ThrowingHammer extends MissileWeapon {
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hitSoundPitch = 0.8f;
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tier = 5;
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baseUses = 15;
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baseUses = 12;
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sticky = false;
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}
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