v3.1.0: fixed lethal defense not using new logic in all places
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@@ -30,7 +30,6 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.DwarfKing;
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import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
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import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@@ -42,13 +41,13 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.ActionIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.ui.AttackIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.ui.HeroIcon;
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import com.watabou.utils.BArray;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndCombo;
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import com.watabou.noosa.BitmapText;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.Visual;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.BArray;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Callback;
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import com.watabou.utils.PathFinder;
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@@ -466,11 +465,10 @@ public class Combo extends Buff implements ActionIndicator.Action {
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}
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if (!enemy.isAlive() || (!wasAlly && enemy.alignment == target.alignment)) {
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if (hero.hasTalent(Talent.LETHAL_DEFENSE) && hero.buff(BrokenSeal.WarriorShield.class) != null){
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BrokenSeal.WarriorShield shield = hero.buff(BrokenSeal.WarriorShield.class);
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int shieldAmt = Math.round(shield.maxShield() * hero.pointsInTalent(Talent.LETHAL_DEFENSE) / 3f);
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shield.supercharge(shieldAmt);
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldAmt), FloatingText.SHIELDING);
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if (hero.hasTalent(Talent.LETHAL_DEFENSE)){
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int shieldToGive = Math.round(6.67f * hero.pointsInTalent(Talent.LETHAL_DEFENSE));
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldToGive), FloatingText.SHIELDING);
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Buff.affect(hero, Barrier.class).setShield(shieldToGive);
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}
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}
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