v0.9.0: added a 1 turn delay to tested hypothesis barrier
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@@ -323,7 +323,7 @@ actors.hero.talent.energizing_meal.desc=_+1:_ Eating food grants the Mage _4 tur
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actors.hero.talent.scholars_intuition.title=scholar's intuition
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actors.hero.talent.scholars_intuition.title=scholar's intuition
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actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _2x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
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actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _2x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
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actors.hero.talent.tested_hypothesis.title=tested hypothesis
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actors.hero.talent.tested_hypothesis.title=tested hypothesis
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actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _8 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _12 shielding_.
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actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _6 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _9 shielding_.
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actors.hero.talent.energizing_upgrade.title=energizing upgrade
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actors.hero.talent.energizing_upgrade.title=energizing upgrade
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actors.hero.talent.energizing_upgrade.desc=_+1:_ The Mage's staff recharges for _1 extra charge_ whenever the Mage upgrades it.\n\n_+2:_ The Mage's staff recharges for _2 extra charges_ whenever the Mage upgrades it.
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actors.hero.talent.energizing_upgrade.desc=_+1:_ The Mage's staff recharges for _1 extra charge_ whenever the Mage upgrades it.\n\n_+2:_ The Mage's staff recharges for _2 extra charges_ whenever the Mage upgrades it.
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actors.hero.talent.rationed_meal.title=rationed meal
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actors.hero.talent.rationed_meal.title=rationed meal
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+16
-1
@@ -49,8 +49,13 @@ public abstract class ShieldBuff extends Buff {
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}
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}
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public void setShield( int shield ) {
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public void setShield( int shield ) {
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this.shielding = shield;
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setShield(shield, 0);
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}
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public void setShield( int shield, float delay ) {
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if (this.shielding <= shield) this.shielding = shield;
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if (target != null) target.needsShieldUpdate = true;
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if (target != null) target.needsShieldUpdate = true;
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spend(delay);
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}
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}
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public void incShield(){
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public void incShield(){
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@@ -58,8 +63,13 @@ public abstract class ShieldBuff extends Buff {
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}
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}
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public void incShield( int amt ){
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public void incShield( int amt ){
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incShield(amt, 0);
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}
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public void incShield( int amt, float delay ){
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shielding += amt;
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shielding += amt;
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if (target != null) target.needsShieldUpdate = true;
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if (target != null) target.needsShieldUpdate = true;
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spend(delay);
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}
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}
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public void decShield(){
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public void decShield(){
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@@ -67,8 +77,13 @@ public abstract class ShieldBuff extends Buff {
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}
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}
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public void decShield( int amt ){
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public void decShield( int amt ){
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decShield(amt, 0);
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}
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public void decShield( int amt, float delay ){
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shielding -= amt;
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shielding -= amt;
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if (target != null) target.needsShieldUpdate = true;
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if (target != null) target.needsShieldUpdate = true;
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spend(delay);
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}
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}
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//returns the amount of damage leftover
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//returns the amount of damage leftover
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+2
-2
@@ -223,10 +223,10 @@ public abstract class Scroll extends Item {
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if (!isKnown()) {
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if (!isKnown()) {
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setKnown();
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setKnown();
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//8/12 HP barrier
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//6/9 HP barrier
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Hero hero = Dungeon.hero;
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Hero hero = Dungeon.hero;
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if (hero.isAlive() && hero.hasTalent(Talent.TESTED_HYPOTHESIS)) {
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if (hero.isAlive() && hero.hasTalent(Talent.TESTED_HYPOTHESIS)) {
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Buff.affect(hero, Barrier.class).setShield(4 * (1+hero.pointsInTalent(Talent.TESTED_HYPOTHESIS)));
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Buff.affect(hero, Barrier.class).setShield(3 + (3 * hero.pointsInTalent(Talent.TESTED_HYPOTHESIS)), 1);
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ScrollOfRecharging.charge(hero);
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ScrollOfRecharging.charge(hero);
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}
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}
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}
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}
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