v3.1.0: Gladiator combo now preserves seal shielding
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@@ -168,7 +168,7 @@ actors.buffs.combo.action_name=combo attack
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actors.buffs.combo.combo=%d hit combo!
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actors.buffs.combo.combo=%d hit combo!
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actors.buffs.combo.bad_target=You must target an enemy in attack range.
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actors.buffs.combo.bad_target=You must target an enemy in attack range.
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actors.buffs.combo.prompt=Select a target to attack.
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actors.buffs.combo.prompt=Select a target to attack.
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actors.buffs.combo.desc=The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between hits will reset the combo counter to 0.\n\nBuilding combo unlocks special combo attacks that cannot miss! A different attack is unlocked at 2, 4, 6, 8, and 10 combo count. Some moves reset combo and some do not, but each move can only be used once per combo session.\n\nCurrent combo: %1$d.\n\nTurns until Combo is lost: %2$s.
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actors.buffs.combo.desc=The gladiator builds momentum as he lands successful blows. Each attack increases the combo counter by one, but taking too long between hits will reset the combo counter to 0. While the gladiator has combo any shielding he has from his broken seal will not start to fade.\n\nBuilding combo unlocks special combo attacks that cannot miss! A different attack is unlocked at 2, 4, 6, 8, and 10 combo count. Some moves reset combo and some do not, but each move can only be used once per combo session.\n\nCurrent combo: %1$d.\n\nTurns until Combo is lost: %2$s.
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actors.buffs.combo$combomove.clobber.name=clobber
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actors.buffs.combo$combomove.clobber.name=clobber
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actors.buffs.combo$combomove.clobber.desc=Knocks an enemy back 2 tiles, but deals no damage and cannot knock into pits. Increments combo by 1.
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actors.buffs.combo$combomove.clobber.desc=Knocks an enemy back 2 tiles, but deals no damage and cannot knock into pits. Increments combo by 1.
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actors.buffs.combo$combomove.clobber.empower_desc=Knocks an enemy back _3 tiles, inflicts vertigo, and can knock into pits,_ but deals no damage. Increments combo by 1.
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actors.buffs.combo$combomove.clobber.empower_desc=Knocks an enemy back _3 tiles, inflicts vertigo, and can knock into pits,_ but deals no damage. Increments combo by 1.
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@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Combo;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Regeneration;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.ShieldBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.ShieldBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Belongings;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Belongings;
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@@ -313,7 +314,7 @@ public class BrokenSeal extends Item {
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}
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}
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if (shielding() > 0){
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if (shielding() > 0){
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if (Dungeon.hero.visibleEnemies() == 0){
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if (Dungeon.hero.visibleEnemies() == 0 && Dungeon.hero.buff(Combo.class) == null){
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turnsSinceEnemies++;
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turnsSinceEnemies++;
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if (turnsSinceEnemies >= 5){
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if (turnsSinceEnemies >= 5){
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if (cooldown > 0) {
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if (cooldown > 0) {
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