v2.0.0: re-added the 0-1 blocking on rapier and buffed aggro barrier
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@@ -831,7 +831,7 @@ actors.hero.talent.adventurers_intuition.desc=_+1:_ The Duelist identifies weapo
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actors.hero.talent.patient_strike.title=patient strike
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actors.hero.talent.patient_strike.desc=If the Duelist waits before performing a melee attack, she will deal _1-2 bonus damage_.\n\nIf the Duelist waits before performing a melee attack, she will deal _2 bonus damage_.
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actors.hero.talent.aggressive_barrier.title=aggressive barrier
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actors.hero.talent.aggressive_barrier.desc=_+1:_ The Duelist gains 2 shielding when she uses a weapon ability and is below _33% health_.\n\n_+2:_ The Duelist gains 2 shielding when she uses a weapon ability and is below _50% health_.
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actors.hero.talent.aggressive_barrier.desc=_+1:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _33% health_.\n\n_+2:_ The Duelist gains 3 shielding when she uses a weapon ability and is below _50% health_.
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actors.hero.talent.aggressive_barrier.meta_desc=_If this talent is gained by a different hero_ it will instead grant shielding when making a melee attack at low health, with a 50 turn cooldown.
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actors.hero.talent.focused_meal.title=focused meal
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@@ -1631,9 +1631,10 @@ items.weapon.melee.quarterstaff$defensivestance.name=defensive stance
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items.weapon.melee.quarterstaff$defensivestance.desc=The Duelist is using her quarterstaff to deflect incoming blows and projectiles. As long as she is in this stance, her evasion against all attacks is doubled.\n\nTurns remaining: %s.
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items.weapon.melee.rapier.name=rapier
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items.weapon.melee.rapier.stats_desc=This weapon blocks 0-1 damage.
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items.weapon.melee.rapier.ability_name=lunge
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items.weapon.melee.rapier.ability_desc=The Duelist can _lunge_ with a rapier at an enemy 1 tile away. This moves toward the enemy, deals +67% damage, and is guaranteed to hit.
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items.weapon.melee.rapier.desc=A slim straight sword has less raw slashing power, but can still be quite strong with the right technique.
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items.weapon.melee.rapier.desc=A slim straight sword that offers some protection in exchange for less slashing power.
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items.weapon.melee.roundshield.name=round shield
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items.weapon.melee.roundshield.typical_stats_desc=Typically this weapon blocks 0-%d damage. This blocking scales with upgrades.
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@@ -1207,7 +1207,7 @@ public class Hero extends Char {
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&& hasTalent(Talent.AGGRESSIVE_BARRIER)
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&& buff(Talent.AggressiveBarrierCooldown.class) == null
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&& (HP / (float)HT) < 0.167f*(1+pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
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Buff.affect(this, Barrier.class).setShield(2);
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Buff.affect(this, Barrier.class).setShield(3);
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Buff.affect(this, Talent.AggressiveBarrierCooldown.class, 50f);
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}
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sprite.attack( enemy.pos );
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+1
-1
@@ -184,7 +184,7 @@ public class MeleeWeapon extends Weapon {
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if (hero.heroClass == HeroClass.DUELIST
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&& hero.hasTalent(Talent.AGGRESSIVE_BARRIER)
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&& (hero.HP / (float)hero.HT) < 0.167f*(1+hero.pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
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Buff.affect(hero, Barrier.class).setShield(2);
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Buff.affect(hero, Barrier.class).setShield(3);
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}
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if (hero.buff(Talent.CombinedLethalityAbilityTracker.class) != null
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+5
@@ -53,6 +53,11 @@ public class Rapier extends MeleeWeapon {
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lvl*(tier+1); //scaling unchanged
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}
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@Override
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public int defenseFactor( Char owner ) {
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return 1; //1 extra defence
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}
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@Override
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public String targetingPrompt() {
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return Messages.get(this, "prompt");
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