v3.1.1: buffed hearty meal talent, and adjusted red blink HP threshold
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@@ -900,7 +900,7 @@ actors.hero.talent$searinglightcooldown.desc=You have recently used this talent,
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#warrior
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actors.hero.talent.hearty_meal.title=hearty meal
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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.
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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.
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actors.hero.talent.veterans_intuition.title=veteran's intuition
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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_.
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actors.hero.talent.provoked_anger.title=provoked anger
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@@ -578,9 +578,9 @@ public enum Talent {
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public static void onFoodEaten( Hero hero, float foodVal, Item foodSource ){
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if (hero.hasTalent(HEARTY_MEAL)){
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//3/5 HP healed, when hero is below 30% health
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if (hero.HP/(float)hero.HT <= 0.3f) {
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int healing = 1 + 2 * hero.pointsInTalent(HEARTY_MEAL);
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//4/6 HP healed, when hero is below 33% health
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if (hero.HP/(float)hero.HT <= 0.333f) {
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int healing = 2 + 2 * hero.pointsInTalent(HEARTY_MEAL);
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hero.HP = Math.min(hero.HP + healing, hero.HT);
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hero.sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(healing), FloatingText.HEALING);
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@@ -249,7 +249,7 @@ public class StatusPane extends Component {
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if (!Dungeon.hero.isAlive()) {
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avatar.tint(0x000000, 0.5f);
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} else if ((health/(float)max) <= 0.3f) {
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} else if ((health/(float)max) <= 0.333f) {
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warning += Game.elapsed * 5f *(0.4f - (health/(float)max));
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warning %= 1f;
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avatar.tint(ColorMath.interpolate(warning, warningColors), 0.5f );
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