v2.3.0: adjusted use of orange and red in floating text:
- orange is now used for all cases of warning/negative text - red is now used in all cases of damage and death effects
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@@ -746,7 +746,7 @@ public abstract class Char extends Actor {
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b.announced = false;
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b.set(dmg*buff(Sickle.HarvestBleedTracker.class).bleedFactor, Sickle.HarvestBleedTracker.class);
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b.attachTo(this);
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sprite.showStatus(CharSprite.WARNING, Messages.titleCase(b.name()) + " " + (int)b.level());
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sprite.showStatus(CharSprite.NEGATIVE, Messages.titleCase(b.name()) + " " + (int)b.level());
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buff(Sickle.HarvestBleedTracker.class).detach();
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return;
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}
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@@ -825,11 +825,7 @@ public abstract class Char extends Actor {
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if (src instanceof Corruption) icon = FloatingText.CORRUPTION;
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if (src instanceof AscensionChallenge) icon = FloatingText.AMULET;
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sprite.showStatusWithIcon(HP > HT / 2 ?
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CharSprite.WARNING :
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CharSprite.NEGATIVE,
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Integer.toString(dmg + shielded),
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icon);
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sprite.showStatusWithIcon(CharSprite.NEGATIVE, Integer.toString(dmg + shielded), icon);
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}
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if (HP < 0) HP = 0;
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@@ -995,7 +991,7 @@ public abstract class Char extends Actor {
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sprite.showStatus(CharSprite.POSITIVE, Messages.titleCase(buff.name()));
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break;
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case NEGATIVE:
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sprite.showStatus(CharSprite.NEGATIVE, Messages.titleCase(buff.name()));
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sprite.showStatus(CharSprite.WARNING, Messages.titleCase(buff.name()));
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break;
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case NEUTRAL:
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default:
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@@ -54,7 +54,7 @@ public class ArmoredBrute extends Brute {
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Buff.affect(this, ArmoredRage.class).setShield(HT/2 + 1);
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sprite.showStatusWithIcon( CharSprite.POSITIVE, Integer.toString(HT/2 + 1), FloatingText.SHIELDING );
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if (Dungeon.level.heroFOV[pos]) {
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sprite.showStatus( CharSprite.NEGATIVE, Messages.get(this, "enraged") );
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sprite.showStatus( CharSprite.WARNING, Messages.get(this, "enraged") );
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}
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spend( TICK );
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hasRaged = true;
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@@ -221,7 +221,7 @@ public class Goo extends Mob {
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((GooSprite)sprite).pumpUp( pumpedUp );
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if (Dungeon.level.heroFOV[pos]) {
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sprite.showStatus( CharSprite.NEGATIVE, Messages.get(this, "!!!") );
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sprite.showStatus( CharSprite.WARNING, Messages.get(this, "!!!") );
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GLog.n( Messages.get(this, "pumpup") );
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}
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@@ -270,7 +270,7 @@ public class Goo extends Mob {
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super.damage(dmg, src);
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if ((HP*2 <= HT) && !bleeding){
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BossHealthBar.bleed(true);
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sprite.showStatus(CharSprite.NEGATIVE, Messages.get(this, "enraged"));
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sprite.showStatus(CharSprite.WARNING, Messages.get(this, "enraged"));
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((GooSprite)sprite).spray(true);
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yell(Messages.get(this, "gluuurp"));
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}
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@@ -426,7 +426,7 @@ public abstract class Mob extends Char {
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if ((buff instanceof Terror && buff(Dread.class) == null)
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|| (buff instanceof Dread && buff(Terror.class) == null)) {
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if (enemySeen) {
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sprite.showStatus(CharSprite.NEGATIVE, Messages.get(this, "rage"));
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sprite.showStatus(CharSprite.WARNING, Messages.get(this, "rage"));
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state = HUNTING;
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} else {
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state = WANDERING;
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@@ -1212,7 +1212,7 @@ public abstract class Mob extends Char {
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&& buffs( AllyBuff.class ).isEmpty()
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&& buff( Dread.class ) == null) {
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if (enemySeen) {
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sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Mob.class, "rage"));
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sprite.showStatus(CharSprite.WARNING, Messages.get(Mob.class, "rage"));
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state = HUNTING;
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} else {
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state = WANDERING;
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@@ -613,11 +613,11 @@ public class Tengu extends Mob {
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PointF p = DungeonTilemap.raisedTileCenterToWorld(bombPos);
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if (timer == 3) {
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FloatingText.show(p.x, p.y, bombPos, "3...", CharSprite.NEUTRAL);
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FloatingText.show(p.x, p.y, bombPos, "3...", CharSprite.WARNING);
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} else if (timer == 2){
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FloatingText.show(p.x, p.y, bombPos, "2...", CharSprite.WARNING);
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} else if (timer == 1){
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FloatingText.show(p.x, p.y, bombPos, "1...", CharSprite.NEGATIVE);
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FloatingText.show(p.x, p.y, bombPos, "1...", CharSprite.WARNING);
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} else {
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PathFinder.buildDistanceMap( bombPos, BArray.not( Dungeon.level.solid, null ), 2 );
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for (int cell = 0; cell < PathFinder.distance.length; cell++) {
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@@ -57,7 +57,7 @@ public class Explosive extends Weapon.Enchantment {
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attacker.sprite.emitter().burst(SmokeParticle.FACTORY, 4);
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Item.updateQuickslot();
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} else if (currentDurability > 10 && durability <= 10){
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attacker.sprite.showStatus(CharSprite.NEGATIVE, Messages.get(this, "hot"));
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attacker.sprite.showStatus(CharSprite.WARNING, Messages.get(this, "hot"));
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GLog.n(Messages.get(this, "desc_hot"));
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attacker.sprite.emitter().burst(BlastParticle.FACTORY, 5);
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Item.updateQuickslot();
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