v0.3.2: reworked the warlock subclass
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@@ -127,10 +127,6 @@ public class Hunger extends Buff implements Hero.Doom {
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}
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public void satisfy( float energy ) {
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if (((Hero) target).subClass == HeroSubClass.WARLOCK){
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Buff.affect( target, ScrollOfRecharging.Recharging.class, energy/50f);
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return;
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}
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Artifact.ArtifactBuff buff = target.buff( HornOfPlenty.hornRecharge.class );
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if (buff != null && buff.isCursed()){
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@@ -142,17 +138,6 @@ public class Hunger extends Buff implements Hero.Doom {
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reduceHunger( energy );
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}
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public void consumeSoul( float energy ){
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if (level >= STARVING)
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energy *= 1.33f;
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else if (level < HUNGRY)
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energy *= 0.67f;
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if (!Dungeon.isChallenged(Challenges.NO_FOOD))
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reduceHunger( energy );
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}
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//directly interacts with hunger, no checks.
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public void reduceHunger( float energy ) {
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@@ -0,0 +1,61 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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public class SoulMark extends FlavourBuff {
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public static final float DURATION = 50f;
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{
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type = buffType.NEGATIVE;
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}
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@Override
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public int icon() {
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return BuffIndicator.CORRUPT;
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}
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@Override
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public String toString() {
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return "Soul Marked";
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}
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@Override
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public boolean attachTo(Char target) {
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if (super.attachTo(target) && target.sprite != null){
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target.sprite.emitter().burst(ShadowParticle.UP, 10);
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return true;
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} else
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return false;
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}
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@Override
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public String desc() {
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return "The warlock has tapped into the soul of this creature. " +
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"He will heal and satisfy his hunger as it takes physical damage.\n" +
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"\n" +
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"This mark will last for " + dispTurns() + ".";
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}
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}
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@@ -1101,17 +1101,6 @@ public class Hero extends Char {
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EtherealChains.chainsRecharge chains = buff(EtherealChains.chainsRecharge.class);
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if (chains != null) chains.gainExp(percent);
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if (subClass == HeroSubClass.WARLOCK) {
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int healed = Math.round(Math.min(HT - HP, HT * percent * 0.3f));
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if (healed > 0) {
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HP += healed;
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sprite.emitter().burst( Speck.factory( Speck.HEALING ), percent > 0.3f ? 2 : 1 );
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}
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(buff( Hunger.class )).consumeSoul( Hunger.STARVING*percent );
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}
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boolean levelUp = false;
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while (this.exp >= maxExp()) {
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@@ -34,8 +34,8 @@ public enum HeroSubClass {
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"significantly increasing his damage output." ),
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WARLOCK( "warlock",
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"Normal food grants the _Warlock_ additional wand recharge, but does not satisfy his hunger. " +
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"Instead, after killing an enemy, he consumes its soul to heal his wounds and satisfy hunger." ),
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"When using wands on an enemy, the _Warlock_ has a chance to mark their soul. " +
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"Marked enemies will heal him and restore his hunger whenever they take physical damage."),
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BATTLEMAGE( "battlemage",
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"When fighting with his staff, the _Battlemage_ conjures bonus effects depending on the wand " +
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"his staff is imbued with. His staff will also gain charge through combat." ),
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@@ -29,10 +29,13 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Hunger;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.SoulMark;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Surprise;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Wound;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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@@ -373,6 +376,13 @@ public abstract class Mob extends Char {
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state = HUNTING;
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}
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if (buff(SoulMark.class) != null) {
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int restoration = Math.max(damage, HP);
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Dungeon.hero.buff(Hunger.class).satisfy(restoration*0.5f);
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Dungeon.hero.HP = (int)Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP+(restoration*0.25f)));
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Dungeon.hero.sprite.emitter().burst( Speck.factory(Speck.HEALING), 1 );
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}
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return damage;
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}
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