v3.0.0: bare impl for priest and paladin, no actual functionality yet

This commit is contained in:
Evan Debenham
2024-11-19 12:07:42 -05:00
parent ef81846d0b
commit 767f886ab2
7 changed files with 41 additions and 2 deletions

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@@ -668,6 +668,12 @@ actors.hero.herosubclass.champion_desc=The Champion is a master of melee weapons
actors.hero.herosubclass.monk=monk
actors.hero.herosubclass.monk_short_desc=The _Monk_ builds energy while fighting. This energy can be spent on a variety of unique abilities.
actors.hero.herosubclass.monk_desc=The Monk is a master of physical technique. As she defeats enemies, she gains energy which can be used on a variety of defensive and utility-focused abilities. This energy does not fade over time, but has a cap based on the Monk's level.\n\n1 Energy: quickly strike with fists\n2 Energy: focus to dodge next attack\n3 Energy: instantly dash nearby\n4 Energy: kick an enemy away\n5 Energy: meditate to clear statuses and restore wand & artifact charge
actors.hero.herosubclass.priest=priest
actors.hero.herosubclass.priest_short_desc=The _Priest_ gains new long-range spells and an empowered version of guiding light.
actors.hero.herosubclass.priest_desc=The Priest gains a variety of new and upgraded spells that emphasize ranged combat and synergy with magical items.\n\nThe Priest can cast _Guiding Light_ for free once every 100 turns, and can trigger the illumination debuff with wands or artifacts for bonus damage.\n\nThey also gain the _Radiance_ spell, which dispels darkness and illuminates and momentarily stuns all visible enemies at the cost of 2 charges.
actors.hero.herosubclass.paladin=paladin
actors.hero.herosubclass.paladin_short_desc=The _Paladin_ gains new short-range spells and empowered versions of holy weapon and ward.
actors.hero.herosubclass.paladin_desc=The Paladin gains a variety of new and upgraded spells that emphasize melee combat and synergy with weapons and armor.\n\nThe Paladin's _Holy Weapon_ and _Holy Ward_ spells grant larger bonuses, and no longer override existing enchantments and glyphs.\n\nThey also gain the _Smite_ spell, which lets them perform a guaranteed melee hit with bonus damage and enchantment power.
##talents
actors.hero.talent$provokedangertracker.name=provoked anger
@@ -1044,6 +1050,20 @@ actors.hero.talent.clerict3a.desc=TODO
actors.hero.talent.clerict3b.title=TODO
actors.hero.talent.clerict3b.desc=TODO
actors.hero.talent.priestt3a.title=TODO
actors.hero.talent.priestt3a.desc=TODO
actors.hero.talent.priestt3b.title=TODO
actors.hero.talent.priestt3b.desc=TODO
actors.hero.talent.priestt3c.title=TODO
actors.hero.talent.priestt3c.desc=TODO
actors.hero.talent.paladint3a.title=TODO
actors.hero.talent.paladint3a.desc=TODO
actors.hero.talent.paladint3b.title=TODO
actors.hero.talent.paladint3b.desc=TODO
actors.hero.talent.paladint3c.title=TODO
actors.hero.talent.paladint3c.desc=TODO
#universal
actors.hero.talent.heroic_energy.title=heroic energy

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@@ -191,6 +191,8 @@ public class Badges {
BOSS_SLAIN_3_WARDEN,
BOSS_SLAIN_3_CHAMPION,
BOSS_SLAIN_3_MONK,
BOSS_SLAIN_3_PRIEST,
BOSS_SLAIN_3_PALADIN,
BOSS_SLAIN_3_ALL_SUBCLASSES ( 103, BadgeType.GLOBAL ),
BOSS_CHALLENGE_3 ( 104 ),
BOSS_CHALLENGE_4 ( 105 ),
@@ -814,6 +816,8 @@ public class Badges {
thirdBossSubclassBadges.put(HeroSubClass.WARDEN, Badge.BOSS_SLAIN_3_WARDEN);
thirdBossSubclassBadges.put(HeroSubClass.CHAMPION, Badge.BOSS_SLAIN_3_CHAMPION);
thirdBossSubclassBadges.put(HeroSubClass.MONK, Badge.BOSS_SLAIN_3_MONK);
thirdBossSubclassBadges.put(HeroSubClass.PRIEST, Badge.BOSS_SLAIN_3_PRIEST);
thirdBossSubclassBadges.put(HeroSubClass.PALADIN, Badge.BOSS_SLAIN_3_PALADIN);
}
public static void validateBossSlain() {

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@@ -86,7 +86,7 @@ public enum HeroClass {
ROGUE( HeroSubClass.ASSASSIN, HeroSubClass.FREERUNNER ),
HUNTRESS( HeroSubClass.SNIPER, HeroSubClass.WARDEN ),
DUELIST( HeroSubClass.CHAMPION, HeroSubClass.MONK ),
CLERIC( HeroSubClass.GLADIATOR, HeroSubClass.WARDEN ); //TODO cleric subclasses
CLERIC( HeroSubClass.PRIEST, HeroSubClass.PALADIN );
private HeroSubClass[] subClasses;

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@@ -45,7 +45,10 @@ public enum HeroSubClass {
WARDEN(HeroIcon.WARDEN),
CHAMPION(HeroIcon.CHAMPION),
MONK(HeroIcon.MONK);
MONK(HeroIcon.MONK),
PRIEST(HeroIcon.PRIEST),
PALADIN(HeroIcon.PALADIN);
int icon;

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@@ -180,6 +180,10 @@ public enum Talent {
ENLIGHTENING_MEAL(164), RECALL_GLYPH(165), SUNRAY(166), DIVINE_SENSE(167), CLERICT2E(168),
//Cleric T3
CLERICT3A(169, 3), CLERICT3B(170, 3),
//Priest T3
PRIESTT3A(171, 3), PRIESTT3B(172, 3), PRIESTT3C(173, 3),
//Paladin T3
PALADINT3A(174, 3), PALADINT3B(175, 3), PALADINT3C(176, 3),
//universal T4
HEROIC_ENERGY(26, 4), //See icon() and title() for special logic for this one
@@ -1004,6 +1008,12 @@ public enum Talent {
case MONK:
Collections.addAll(tierTalents, UNENCUMBERED_SPIRIT, MONASTIC_VIGOR, COMBINED_ENERGY);
break;
case PRIEST:
Collections.addAll(tierTalents, PRIESTT3A, PRIESTT3B, PRIESTT3C);
break;
case PALADIN:
Collections.addAll(tierTalents, PALADINT3A, PALADINT3B, PALADINT3C);
break;
}
for (Talent talent : tierTalents){
talents.get(2).put(talent, 0);

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@@ -48,6 +48,8 @@ public class HeroIcon extends Image {
public static final int WARDEN = 7;
public static final int CHAMPION = 8;
public static final int MONK = 9;
public static final int PRIEST = 10;
public static final int PALADIN = 11;
//abilities
public static final int HEROIC_LEAP = 16;