V0.2.0: implemented ring of Furor, light Sharpshooting refactor
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@@ -24,6 +24,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CapeOfThorns;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfForce;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfTenacity;
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import com.watabou.noosa.Camera;
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@@ -354,7 +355,14 @@ public class Hero extends Char {
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return belongings.weapon.speedFactor( this );
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} else {
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return 1f;
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//Normally putting furor speed on unarmed attacks would be unnecessary
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//But there's going to be that one guy who gets a furor+force ring combo
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//This is for that one guy, you shall get your fists of fury!
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int bonus = 0;
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for (Buff buff : buffs(RingOfFuror.Furor.class)) {
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bonus += ((RingOfFuror.Furor)buff).level;
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}
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return (float)(0.25 + (1 - 0.25)*Math.pow(0.8, bonus));
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}
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}
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