v0.4.0: refactors and rebalancing to existing weapons

This commit is contained in:
Evan Debenham
2016-05-14 18:32:35 -04:00
parent 8f27e921d8
commit 56ec14e370
28 changed files with 152 additions and 106 deletions
@@ -28,33 +28,18 @@ import com.watabou.utils.Random;
public class MeleeWeapon extends Weapon {
private int tier;
public MeleeWeapon( int tier, float acu, float dly ) {
super();
this.tier = tier;
ACU = acu;
DLY = dly;
}
protected int minBase() {
return tier;
}
protected int tier;
protected int maxBase() {
return (int)((tier + 1) * 5 / ACU * DLY);
@Override
public int min(int lvl) {
return tier + //base
lvl; //level scaling
}
@Override
public int min() {
return minBase() + level();
}
@Override
public int max() {
return maxBase() + level() * (tier + 1);
public int max(int lvl) {
return 5*(tier+1) + //base
lvl*(tier+1); //level scaling
}
@Override
@@ -86,8 +71,8 @@ public class MeleeWeapon extends Weapon {
float dmgfactor = (imbue == Imbue.LIGHT ? 0.7f : imbue == Imbue.HEAVY ? 1.5f : 1);
info += " " + Messages.get(Weapon.class, "avg_dmg", Math.round((min + (max - min) / 2)*dmgfactor));
} else {
int min = minBase();
int max = maxBase();
int min = min(0);
int max = max(0);
info += " " + Messages.get(MeleeWeapon.class, "unknown", (min + (max - min) / 2), STRReq(0));
if (STRReq(0) > Dungeon.hero.STR()) {
info += " " + Messages.get(MeleeWeapon.class, "probably_too_heavy");