V0.2.0: implemented ring of Furor, light Sharpshooting refactor

This commit is contained in:
Evan Debenham
2014-09-12 14:16:39 -04:00
parent 04b1ace7a7
commit 69b7e5a9fc
3 changed files with 23 additions and 8 deletions
@@ -24,6 +24,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CapeOfThorns;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfForce;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfTenacity;
import com.watabou.noosa.Camera;
@@ -354,7 +355,14 @@ public class Hero extends Char {
return belongings.weapon.speedFactor( this );
} else {
return 1f;
//Normally putting furor speed on unarmed attacks would be unnecessary
//But there's going to be that one guy who gets a furor+force ring combo
//This is for that one guy, you shall get your fists of fury!
int bonus = 0;
for (Buff buff : buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
return (float)(0.25 + (1 - 0.25)*Math.pow(0.8, bonus));
}
}