v2.1.0: fixed minor inconsistencies with follow strike and deadly follow
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@@ -592,7 +592,7 @@ actors.hero.herosubclass.monk_desc=The Monk is a master of physical technique. A
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##talents
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##talents
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actors.hero.talent$followupstriketracker.name=followup strike
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actors.hero.talent$followupstriketracker.name=followup strike
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actors.hero.talent$followupstriketracker.desc=The Huntress has recently attacked with a thrown weapon, her next melee attack against the same target will have boosted damage.\n\nTurns remaining: %s.
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actors.hero.talent$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.
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actors.hero.talent$patientstriketracker.name=patient strike
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actors.hero.talent$patientstriketracker.name=patient strike
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actors.hero.talent$patientstriketracker.desc=The Duelist has just spent a turn waiting, her next melee attack will deal bonus damage.
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actors.hero.talent$patientstriketracker.desc=The Duelist has just spent a turn waiting, her next melee attack will deal bonus damage.
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actors.hero.talent$improvisedprojectilecooldown.name=improvised projectiles cooldown
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actors.hero.talent$improvisedprojectilecooldown.name=improvised projectiles cooldown
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@@ -679,7 +679,7 @@ public enum Talent {
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Buff.affect(enemy, SuckerPunchTracker.class);
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Buff.affect(enemy, SuckerPunchTracker.class);
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}
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}
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if (hero.hasTalent(Talent.FOLLOWUP_STRIKE)) {
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if (hero.hasTalent(Talent.FOLLOWUP_STRIKE) && enemy.alignment == Char.Alignment.ENEMY) {
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if (hero.belongings.attackingWeapon() instanceof MissileWeapon) {
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if (hero.belongings.attackingWeapon() instanceof MissileWeapon) {
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Buff.prolong(hero, FollowupStrikeTracker.class, 5f).object = enemy.id();
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Buff.prolong(hero, FollowupStrikeTracker.class, 5f).object = enemy.id();
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} else if (hero.buff(FollowupStrikeTracker.class) != null
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} else if (hero.buff(FollowupStrikeTracker.class) != null
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@@ -704,7 +704,7 @@ public enum Talent {
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}
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}
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}
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}
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if (hero.hasTalent(DEADLY_FOLLOWUP)) {
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if (hero.hasTalent(DEADLY_FOLLOWUP) && enemy.alignment == Char.Alignment.ENEMY) {
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if (hero.belongings.attackingWeapon() instanceof MissileWeapon) {
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if (hero.belongings.attackingWeapon() instanceof MissileWeapon) {
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if (!(hero.belongings.attackingWeapon() instanceof SpiritBow.SpiritArrow)) {
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if (!(hero.belongings.attackingWeapon() instanceof SpiritBow.SpiritArrow)) {
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Buff.prolong(hero, DeadlyFollowupTracker.class, 5f).object = enemy.id();
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Buff.prolong(hero, DeadlyFollowupTracker.class, 5f).object = enemy.id();
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