v0.9.3: added full descriptions for each subclass
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@@ -403,37 +403,37 @@ actors.hero.heroclass.mage_desc=The Mage starts with a _unique staff_, which rec
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actors.hero.heroclass.mage_unlock=The Mage is an expert with wands, and carries a _unique magical staff._\n\nTo unlock him _use a scroll of upgrade to make an item stronger._
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actors.hero.heroclass.rogue=rogue
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actors.hero.heroclass.rogue_desc=The Rogue starts with a unique _Cloak of Shadows_, which he can use to become invisible at will.\n\nThe Rogue can _detect secrets and traps_ from a greater distance.\n\nThe Rogue also starts with _a dagger_, _three throwing knives_, cloth armor, a wasterskin, and a velvet pouch.\n\nThe Rogue automatically identifies:\n_-_Scrolls of Identify\n_-_ Potions of Invisibility\n_-_ Scrolls of Magic Mapping
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actors.hero.heroclass.rogue_desc=The Rogue starts with a unique _Cloak of Shadows_, which he can use to become invisible at will.\n\nThe Rogue can _detect secrets and traps_ from a greater distance.\n\nThe Rogue also starts with _a dagger_, _three throwing knives_, cloth armor, a wasterskin, and a velvet pouch.\n\nThe Rogue automatically identifies:\n_-_ Scrolls of Identify\n_-_ Potions of Invisibility\n_-_ Scrolls of Magic Mapping
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actors.hero.heroclass.rogue_unlock=The Rogue can control the flow of battle and strike from invisibility using his _unique cloak of shadows._\n\nTo unlock him _perform 10 surprise attacks in one run._
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actors.hero.heroclass.huntress=huntress
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actors.hero.heroclass.huntress_desc=The Huntress starts with a _unique spirit bow,_ which can fire an infinite number of conjured arrows.\n\nThe Huntress can travel through tall grass _without trampling it_.\n\nThe Huntress also starts with _studded gloves_, cloth armor, a wasterskin, and a velvet pouch.\n\nThe Huntress automatically identifies:\n_-_ Scrolls of Identify\n_-_ Potions of Mind Vision\n_-_ Scrolls of Lullaby
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actors.hero.heroclass.huntress_unlock=The Huntress is a master of thrown weapons, and has a _unique magical bow_ with infinite arrows.\n\nTo unlock her _hit 15 different enemies with thrown weapons in one run._
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actors.hero.herosubclass.gladiator=gladiator
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actors.hero.herosubclass.gladiator_short_desc=The _Gladiator_ builds combo when he makes successful attacks. He can spend combo to use unique combo moves.
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actors.hero.herosubclass.gladiator_desc=TODO
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actors.hero.herosubclass.berserker=berserker
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actors.hero.herosubclass.berserker_short_desc=The _Berserker_ builds rage as he takes damage. Rage increases his damage, and full rage lets him refuse to die for a short time.
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actors.hero.herosubclass.berserker_desc=TODO
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actors.hero.herosubclass.warlock=warlock
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actors.hero.herosubclass.warlock_short_desc=The _Warlock_ has a chance to mark a characters soul when using wands on them. Marked enemies will heal him whenever he attacks them with physical damage.
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actors.hero.herosubclass.warlock_desc=TODO
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actors.hero.herosubclass.berserker_short_desc=The _Berserker_ builds rage as he takes damage. Rage increases his damage, and can let him briefly cheat death.
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actors.hero.herosubclass.berserker_desc=The Berserker gains rage as he takes damage, including damage that gets blocked by his armor! Rage steadily fades away over time, but fades more slowly if he is at low HP.\n\nThe Berserker deals up to +50% damage at 100% rage. When at 0 health and 100% rage, the Berserker will briefly gain 8x his normal maximum shielding and will refuse to die as long as he has shielding left. The Berserker needs time to recover after he defies death however.
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actors.hero.herosubclass.gladiator=gladiator
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actors.hero.herosubclass.gladiator_short_desc=The _Gladiator_ builds combo when he makes successful attacks. He can spend combo to use unique abilities.
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actors.hero.herosubclass.gladiator_desc=The Gladiator builds one point of combo every time he makes a successful attack with a melee or thrown weapon. If the Gladiator does not make a successful attack within 5 turns, his combo is reset.\n\nAs combo builds it unlocks a variety of combo abilities. A new ability becomes available at 2, 4, 6, 8, and 10 combo. Some abilities help build more combo, while others let the Gladiator spend his combo on powerful attacks.
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actors.hero.herosubclass.battlemage=battlemage
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actors.hero.herosubclass.battlemage_short_desc=The _Battlemage_ conjures bonus effects when fighting in melee with his staff. These effects depend on the wand his staff is imbued with.
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actors.hero.herosubclass.battlemage_desc=TODO
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actors.hero.herosubclass.battlemage_desc=The Battlemage gains a bonus effect whenever he strikes in melee with his staff, as if his staff had an additional enchantment. These effects depend on the wand his staff is imbued with, every wand has its own effect. In addition to the wand effects, the Battlemage's staff will also gain 0.5 charges when he strikes with it.
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actors.hero.herosubclass.warlock=warlock
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actors.hero.herosubclass.warlock_short_desc=The _Warlock_ has a chance to soul mark characters when using wands on them. He will heal whenever he deals physical damage to marked enemies.
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actors.hero.herosubclass.warlock_desc=The Warlock has a chance to inflict a soul mark on characters when he uses wands on them. The chance to apply a soul mark and its duration increase with wand level.\n\nWhen an enemy is soul marked, the Warlock will heal 2 hp for every 5 damage he deals to them, but only with attacks from melee or thrown weapons, not from wands!
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actors.hero.herosubclass.assassin=assassin
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actors.hero.herosubclass.assassin_short_desc=The _Assassin_ can prepare a deadly strike while he is invisible. The longer spent invisible, the more powerful the attack will be.
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actors.hero.herosubclass.assassin_desc=TODO
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actors.hero.herosubclass.assassin_short_desc=The _Assassin_ can prepare a deadly strike while he is invisible. The longer he waits, the more powerful the attack will be.
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actors.hero.herosubclass.assassin_desc=The Assassin prepares his next strike when he becomes invisible. The longer he prepares for, the more powerful his next attack will be. Preparation builds for up to 9 turns.\n\nAfter preparing, the Assassin deals bonus damage on his next attack, can blink to his target, and can even instantly kill enemies who are weak enough.
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actors.hero.herosubclass.freerunner=freerunner
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actors.hero.herosubclass.freerunner_short_desc=The _Freerunner_ builds momentum as he runs. Momentum can be used to start freerunning, which grants him bonus speed and evasion for a short while.
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actors.hero.herosubclass.freerunner_desc=TODO
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actors.hero.herosubclass.freerunner_short_desc=The _Freerunner_ builds momentum as he runs, which an be used to start freerunning. This grants him bonus speed and evasion for a short while.
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actors.hero.herosubclass.freerunner_desc=As the Freerunner moves he builds stacks of momentum. He can gain up to 10 momentum after running for 10 turns, but rapidly loses it if he stops moving. The freerunner can use up his momentum to start freerunning, for 2 turns per point of momentum.\n\nWhen freerunning the Freerunner moves at 2x speed, and gains bonus evasion in proportion to his level. Once freerunning ends there is a cooldown before momentum can be built again.
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actors.hero.herosubclass.sniper=sniper
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actors.hero.herosubclass.sniper_short_desc=The _Sniper_ is a master of ranged combat. Her ranged attacks pierce armor, and after striking with a thrown weapon she can follow up with a special attack from her bow.
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actors.hero.herosubclass.sniper_desc=TODO
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actors.hero.herosubclass.sniper_short_desc=The _Sniper_ can pierce armor with her ranged attacks. After striking with a thrown weapon she can follow up with a special attack from her bow.
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actors.hero.herosubclass.sniper_desc=The Sniper is is a master of ranged combat, whose ranged attacks pierce enemy armor. When she attacks an enemy with a thrown weapon, she places a sniper's mark on them, which lets her follow up with a special attack from her bow. This special attack varies based on how her bow is augmented.\n\nAn unaugmented bow will fire a snapshot which deals reduced damage but fires instantly. A speed bow will fire a volley of three arrows which deal reduced damage, can still activate enchantments, and take 1 turn to fire. A damage bow will fire a sniper shot which is guaranteed to hit, deals bonus damage based on distance, and takes 2 turns to fire.
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actors.hero.herosubclass.warden=warden
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actors.hero.herosubclass.warden_short_desc=The _Warden_ has a strong connection to nature which allows her to see through tall grass and gives her bonus effects when she plants seeds and tramples plants.
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actors.hero.herosubclass.warden_desc=TODO
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actors.hero.herosubclass.warden_short_desc=The _Warden_ can see through tall grass and gains bonus effects when she plants seeds and tramples plants.
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actors.hero.herosubclass.warden_desc=The Warden has a strong connection to nature which grants her a variety of bonus effects relating to grass and plants. She is able to see through tall and furrowed grass as if it were empty space.\n\nThe warden causes grass to sprout up around any seed she throws or plants, and gains special effects when trampling plants. These special effects replace the regular plant effects, meaning that no plant is harmful for her to step on.
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##talents
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@@ -658,7 +658,7 @@ actors.hero.talent.durable_tips.desc=_+1:_ Tipped darts have _2x durability_ whe
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actors.hero.talent.barkskin.title=barkskin
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actors.hero.talent.barkskin.desc=_+1:_ When stepping in grass, the Warden gains barkskin equivalent to _50% of her level_ which fades every turn.\n\n_+2:_ When stepping in grass, the Warden gains barkskin equivalent to _100% of her level_ which fades every turn.\n\n_+3:_ When stepping in grass, the Warden gains barkskin equivalent to _150% of her level_ which fades every turn.
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actors.hero.talent.shielding_dew.title=shielding dew
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actors.hero.talent.shielding_dew.desc=_+1:_ Dewdrops can shield the Warden when her health is full, up to _20% of her max HP_.\n\n_+2:_ Dewdrops can shield the Warden when her health is full, up to _40% of her max HP_.\n\n_+3:_ Dewdrops can shield the Warden when her health is full, up to _60% of her max HP_.actors.hero.talent.hearty_meal.title=hearty meal
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actors.hero.talent.shielding_dew.desc=_+1:_ Dewdrops can shield the Warden when her health is full, up to _20% of her max HP_.\n\n_+2:_ Dewdrops can shield the Warden when her health is full, up to _40% of her max HP_.\n\n_+3:_ Dewdrops can shield the Warden when her health is full, up to _60% of her max HP_.
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actors.hero.talent.fan_of_blades.title=fan of blades
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actors.hero.talent.fan_of_blades.desc=_+1:_ Spectral blades can hit up to _1 additional target_ for 50% damage. The target must be visible and within a _30 degree_ cone AOE.\n\n_+1:_ Spectral blades can hit up to _2 additional targets_ for 50% damage. The targets must be visible and within a _60 degree_ cone AOE.\n\n_+1:_ Spectral blades can hit up to _3 additional targets_ for 50% damage. The targets must be visible and within a _90 degree_ cone AOE.\n\n_+1:_ Spectral blades can hit up to _4 additional targets_ for 50% damage. The targets must be visible and within a _120 degree_ cone AOE.
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@@ -22,8 +22,11 @@
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package com.shatteredpixel.shatteredpixeldungeon.actors.hero;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Image;
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public enum HeroSubClass {
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@@ -51,7 +54,20 @@ public enum HeroSubClass {
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}
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public String desc() {
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return Messages.get(this, name()+"_desc");
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//Include the staff effect description in the battlemage's desc if possible
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if (this == BATTLEMAGE){
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String desc = Messages.get(this, name() + "_desc");
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if (Game.scene() instanceof GameScene){
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MagesStaff staff = Dungeon.hero.belongings.getItem(MagesStaff.class);
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if (staff != null && staff.wandClass() != null){
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desc += "\n\n" + Messages.get(staff.wandClass(), "bmage_desc");
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desc = desc.replaceAll("_", "");
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}
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}
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return desc;
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} else {
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return Messages.get(this, name() + "_desc");
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}
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}
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//FIXME shouldn't hardcode these, probably want to just have a BuffIcon class
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