v2.1.0: fixed minor inconsistencies with follow strike and deadly follow

This commit is contained in:
Evan Debenham
2023-05-23 11:50:58 -04:00
parent 03ad139ff3
commit 849f45564b
2 changed files with 3 additions and 3 deletions

View File

@@ -592,7 +592,7 @@ actors.hero.herosubclass.monk_desc=The Monk is a master of physical technique. A
##talents
actors.hero.talent$followupstriketracker.name=followup strike
actors.hero.talent$followupstriketracker.desc=The Huntress has recently attacked with a thrown weapon, her next melee attack against the same target will have boosted damage.\n\nTurns remaining: %s.
actors.hero.talent$followupstriketracker.desc=The Huntress has recently attacked an enemy with a thrown weapon, her next melee attack against the same target will have boosted damage.\n\nTurns remaining: %s.
actors.hero.talent$patientstriketracker.name=patient strike
actors.hero.talent$patientstriketracker.desc=The Duelist has just spent a turn waiting, her next melee attack will deal bonus damage.
actors.hero.talent$improvisedprojectilecooldown.name=improvised projectiles cooldown

View File

@@ -679,7 +679,7 @@ public enum Talent {
Buff.affect(enemy, SuckerPunchTracker.class);
}
if (hero.hasTalent(Talent.FOLLOWUP_STRIKE)) {
if (hero.hasTalent(Talent.FOLLOWUP_STRIKE) && enemy.alignment == Char.Alignment.ENEMY) {
if (hero.belongings.attackingWeapon() instanceof MissileWeapon) {
Buff.prolong(hero, FollowupStrikeTracker.class, 5f).object = enemy.id();
} else if (hero.buff(FollowupStrikeTracker.class) != null
@@ -704,7 +704,7 @@ public enum Talent {
}
}
if (hero.hasTalent(DEADLY_FOLLOWUP)) {
if (hero.hasTalent(DEADLY_FOLLOWUP) && enemy.alignment == Char.Alignment.ENEMY) {
if (hero.belongings.attackingWeapon() instanceof MissileWeapon) {
if (!(hero.belongings.attackingWeapon() instanceof SpiritBow.SpiritArrow)) {
Buff.prolong(hero, DeadlyFollowupTracker.class, 5f).object = enemy.id();