v2.1.0: added a new katana weapon, which acts like a T4 rapier
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@@ -1585,9 +1585,10 @@ items.weapon.melee.handaxe.ability_name=heavy blow
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items.weapon.melee.handaxe.ability_desc=The Duelist can perform a _heavy blow_ with a hand axe. This strong but predictable attack has -75% accuracy, but deals +65% damage and applies vulnerable and weaken for 5 turns if it hits. Heavy blow can surprise attack.
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items.weapon.melee.handaxe.desc=A light axe, most commonly used for felling trees. The wide blade works well against foes as well.
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items.weapon.melee.knuckles.name=knuckleduster
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items.weapon.melee.knuckles.stats_desc=This is a very fast weapon.
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items.weapon.melee.knuckles.desc=A piece of iron shaped to fit around the knuckles. Keeps the hands free, yet allows for better attacks than an empty fist.
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items.weapon.melee.katana.name=katana
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items.weapon.melee.katana.stats_desc=This weapon blocks 0-3 damage.
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items.weapon.melee.katana.ability_desc=The Duelist can _lunge_ with a katana at an enemy 1 tile away. This moves toward the enemy, deals +50% damage, and is guaranteed to hit.
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items.weapon.melee.katana.desc=A slender sword with a large metal guard above the handle.
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items.weapon.melee.longsword.name=longsword
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items.weapon.melee.longsword.ability_name=cleave
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Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 20 KiB |
@@ -129,6 +129,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greataxe;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greatshield;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greatsword;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.HandAxe;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Katana;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Longsword;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Mace;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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@@ -377,9 +378,10 @@ public class Generator {
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Flail.class,
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RunicBlade.class,
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AssassinsBlade.class,
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Crossbow.class
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Crossbow.class,
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Katana.class
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};
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WEP_T4.probs = new float[]{ 6, 5, 5, 4, 4, 4 };
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WEP_T4.probs = new float[]{ 6, 5, 5, 4, 4, 4, 4 };
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WEP_T5.classes = new Class<?>[]{
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Greatsword.class,
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@@ -620,7 +622,7 @@ public class Generator {
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floorSet = (int)GameMath.gate(0, floorSet, floorSetTierProbs.length-1);
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Category c = wepTiers[Random.chances(floorSetTierProbs[floorSet])];
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MeleeWeapon w = (MeleeWeapon)Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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MeleeWeapon w = (MeleeWeapon)random(c);
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w.random();
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return w;
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}
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@@ -0,0 +1,60 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2023 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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public class Katana extends MeleeWeapon {
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{
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image = ItemSpriteSheet.KATANA;
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hitSound = Assets.Sounds.HIT_SLASH;
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hitSoundPitch = 1.1f;
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tier = 4;
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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+1) + //20 base, down from 25
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lvl*(tier+1); //scaling unchanged
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}
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@Override
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public int defenseFactor( Char owner ) {
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return 3; //3 extra defence
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}
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@Override
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public String targetingPrompt() {
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return Messages.get(this, "prompt");
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}
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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Rapier.lungeAbility(hero, target, 1.5f, 0, this);
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}
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}
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@@ -67,6 +67,12 @@ public class Rapier extends MeleeWeapon {
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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//+(3+lvl) damage, equivalent to +67% damage, but more consistent
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int dmgBoost = augment.damageFactor(3 + level());
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lungeAbility(hero, target, 1, dmgBoost, this);
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}
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public static void lungeAbility(Hero hero, Integer target, float dmgMulti, int dmgBoost, MeleeWeapon wep){
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if (target == null){
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return;
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}
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@@ -75,20 +81,20 @@ public class Rapier extends MeleeWeapon {
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//duelist can lunge out of her FOV, but this wastes the ability instead of cancelling if there is no target
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if (Dungeon.level.heroFOV[target]) {
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if (enemy == null || enemy == hero || hero.isCharmedBy(enemy)) {
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GLog.w(Messages.get(this, "ability_no_target"));
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GLog.w(Messages.get(wep, "ability_no_target"));
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return;
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}
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}
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if (hero.rooted || Dungeon.level.distance(hero.pos, target) < 2
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|| Dungeon.level.distance(hero.pos, target)-1 > reachFactor(hero)){
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GLog.w(Messages.get(this, "ability_bad_position"));
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|| Dungeon.level.distance(hero.pos, target)-1 > wep.reachFactor(hero)){
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GLog.w(Messages.get(wep, "ability_bad_position"));
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return;
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}
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int lungeCell = -1;
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for (int i : PathFinder.NEIGHBOURS8){
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if (Dungeon.level.distance(hero.pos+i, target) <= reachFactor(hero)
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if (Dungeon.level.distance(hero.pos+i, target) <= wep.reachFactor(hero)
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&& Actor.findChar(hero.pos+i) == null
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&& (Dungeon.level.passable[hero.pos+i] || (Dungeon.level.avoid[hero.pos+i] && hero.flying))){
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if (lungeCell == -1 || Dungeon.level.trueDistance(hero.pos + i, target) < Dungeon.level.trueDistance(lungeCell, target)){
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@@ -98,7 +104,7 @@ public class Rapier extends MeleeWeapon {
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}
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if (lungeCell == -1){
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GLog.w(Messages.get(this, "ability_bad_position"));
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GLog.w(Messages.get(wep, "ability_bad_position"));
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return;
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}
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@@ -118,25 +124,25 @@ public class Rapier extends MeleeWeapon {
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hero.sprite.attack(enemy.pos, new Callback() {
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@Override
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public void call() {
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//+3+lvl damage, equivalent to +67% damage, but more consistent
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beforeAbilityUsed(hero);
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wep.beforeAbilityUsed(hero);
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AttackIndicator.target(enemy);
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if (hero.attack(enemy, 1f, augment.damageFactor(3 + level()), Char.INFINITE_ACCURACY)) {
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if (hero.attack(enemy, dmgMulti, dmgBoost, Char.INFINITE_ACCURACY)) {
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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if (!enemy.isAlive()) {
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onAbilityKill(hero);
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wep.onAbilityKill(hero);
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}
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}
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Invisibility.dispel();
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hero.spendAndNext(hero.attackDelay());
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afterAbilityUsed(hero);
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wep.afterAbilityUsed(hero);
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}
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});
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} else {
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beforeAbilityUsed(hero);
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wep.beforeAbilityUsed(hero);
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GLog.w(Messages.get(Rapier.class, "ability_no_target"));
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hero.spendAndNext(hero.speed());
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afterAbilityUsed(hero);
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wep.afterAbilityUsed(hero);
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}
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}
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});
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@@ -245,6 +245,7 @@ public class ItemSpriteSheet {
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public static final int RUNIC_BLADE = WEP_TIER4+3;
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public static final int ASSASSINS_BLADE = WEP_TIER4+4;
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public static final int CROSSBOW = WEP_TIER4+5;
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public static final int KATANA = WEP_TIER4+6;
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static{
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assignItemRect(LONGSWORD, 15, 15);
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assignItemRect(BATTLE_AXE, 16, 16);
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@@ -252,6 +253,7 @@ public class ItemSpriteSheet {
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assignItemRect(RUNIC_BLADE, 14, 14);
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assignItemRect(ASSASSINS_BLADE, 14, 15);
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assignItemRect(CROSSBOW, 15, 15);
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assignItemRect(KATANA, 15, 16);
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}
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private static final int WEP_TIER5 = xy(1, 9); //8 slots
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