v3.1.1: buffed hearty meal talent, and adjusted red blink HP threshold

This commit is contained in:
Evan Debenham
2025-06-14 14:47:58 -04:00
parent 318cd1732e
commit a68d703a07
3 changed files with 5 additions and 5 deletions

View File

@@ -900,7 +900,7 @@ actors.hero.talent$searinglightcooldown.desc=You have recently used this talent,
#warrior #warrior
actors.hero.talent.hearty_meal.title=hearty meal actors.hero.talent.hearty_meal.title=hearty meal
actors.hero.talent.hearty_meal.desc=_+1:_ Eating food heals the Warrior for _3 HP_ when he is at or below 30% health.\n\n_+2:_ Eating food heals the Warrior for _5 HP_ when he is at or below 30% health. actors.hero.talent.hearty_meal.desc=_+1:_ Eating food heals the Warrior for _4 HP_ when he is at or below 33% health.\n\n_+2:_ Eating food heals the Warrior for _6 HP_ when he is at or below 33% health.
actors.hero.talent.veterans_intuition.title=veteran's intuition actors.hero.talent.veterans_intuition.title=veteran's intuition
actors.hero.talent.veterans_intuition.desc=_+1:_ The Warrior identifies weapons _1.75x faster_ and armor _2.5x faster_.\n\n_+2:_ The Warrior identifies weapons _2.5x faster_ and armor _when he equips it_. actors.hero.talent.veterans_intuition.desc=_+1:_ The Warrior identifies weapons _1.75x faster_ and armor _2.5x faster_.\n\n_+2:_ The Warrior identifies weapons _2.5x faster_ and armor _when he equips it_.
actors.hero.talent.provoked_anger.title=provoked anger actors.hero.talent.provoked_anger.title=provoked anger

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@@ -578,9 +578,9 @@ public enum Talent {
public static void onFoodEaten( Hero hero, float foodVal, Item foodSource ){ public static void onFoodEaten( Hero hero, float foodVal, Item foodSource ){
if (hero.hasTalent(HEARTY_MEAL)){ if (hero.hasTalent(HEARTY_MEAL)){
//3/5 HP healed, when hero is below 30% health //4/6 HP healed, when hero is below 33% health
if (hero.HP/(float)hero.HT <= 0.3f) { if (hero.HP/(float)hero.HT <= 0.333f) {
int healing = 1 + 2 * hero.pointsInTalent(HEARTY_MEAL); int healing = 2 + 2 * hero.pointsInTalent(HEARTY_MEAL);
hero.HP = Math.min(hero.HP + healing, hero.HT); hero.HP = Math.min(hero.HP + healing, hero.HT);
hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(healing), FloatingText.HEALING); hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(healing), FloatingText.HEALING);

View File

@@ -249,7 +249,7 @@ public class StatusPane extends Component {
if (!Dungeon.hero.isAlive()) { if (!Dungeon.hero.isAlive()) {
avatar.tint(0x000000, 0.5f); avatar.tint(0x000000, 0.5f);
} else if ((health/(float)max) <= 0.3f) { } else if ((health/(float)max) <= 0.333f) {
warning += Game.elapsed * 5f *(0.4f - (health/(float)max)); warning += Game.elapsed * 5f *(0.4f - (health/(float)max));
warning %= 1f; warning %= 1f;
avatar.tint(ColorMath.interpolate(warning, warningColors), 0.5f ); avatar.tint(ColorMath.interpolate(warning, warningColors), 0.5f );