v3.2.0: augmentation now also affects durability for thrown weapons
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@@ -1333,7 +1333,7 @@ items.stones.stoneofaggression$aggression.desc=Manipulative magic is making all
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items.stones.stoneofaugmentation.name=stone of augmentation
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items.stones.stoneofaugmentation.inv_title=Augment an item
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items.stones.stoneofaugmentation.desc=This runestone possesses potent magic which can augment equipment to enhance one property at the cost of another.\n\nUsing on a weapon will allow you to enhance either speed or damage.\n\nUsing on armor will allow you to enhance either defense or evasion.
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items.stones.stoneofaugmentation.desc=This runestone possesses potent magic which can augment equipment to enhance one property at the cost of another.\n\nUsing on a weapon will allow you to enhance either speed or damage. Thrown weapons will also gain or lose durability in proportion with their speed.\n\nUsing on armor will allow you to enhance either defense or evasion.
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items.stones.stoneofaugmentation.discover_hint=You can buy this item in a shop, or craft it via alchemy.
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items.stones.stoneofaugmentation$wndaugment.choice=What would you like to enhance?
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items.stones.stoneofaugmentation$wndaugment.speed=Speed
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@@ -439,6 +439,9 @@ abstract public class MissileWeapon extends Weapon {
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usages *= MagicalHolster.HOLSTER_DURABILITY_FACTOR;
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}
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//+50% durability on speed aug, -33% durability on damage aug
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usages /= augment.delayFactor(1f);
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if (Dungeon.hero != null) usages *= RingOfSharpshooting.durabilityMultiplier( Dungeon.hero );
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//at 100 uses, items just last forever.
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@@ -627,6 +630,16 @@ abstract public class MissileWeapon extends Weapon {
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if (!statsInfo.equals("")) info += statsInfo + " ";
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info += Messages.get(MissileWeapon.class, "distance");
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switch (augment) {
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case SPEED:
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info += " " + Messages.get(Weapon.class, "faster");
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break;
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case DAMAGE:
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info += " " + Messages.get(Weapon.class, "stronger");
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break;
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case NONE:
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}
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if (levelKnown) {
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if (durabilityPerUse() > 0) {
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info += "\n\n" + Messages.get(this, "uses_left",
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