v3.3.5: fixed unequipping armor leading to a full shield CD refund.
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@@ -256,6 +256,7 @@ public class BrokenSeal extends Item {
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private int cooldown = 0;
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private float turnsSinceEnemies = 0;
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private int initialShield = 0;
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private static int COOLDOWN_START = 150;
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@@ -281,7 +282,7 @@ public class BrokenSeal extends Item {
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@Override
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public float iconFadePercent() {
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if (shielding() > 0){
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return GameMath.gate(0, 1f - shielding()/(float)maxShield(), 1);
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return GameMath.gate(0, 1f - shielding()/(float)initialShield, 1);
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} else if (coolingDown()){
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return GameMath.gate(0, cooldown / (float)COOLDOWN_START, 1);
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} else if (cooldown < 0) {
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@@ -324,7 +325,7 @@ public class BrokenSeal extends Item {
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turnsSinceEnemies += HoldFast.buffDecayFactor(target);
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if (turnsSinceEnemies >= 5){
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if (cooldown > 0) {
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float percentLeft = shielding() / (float)maxShield();
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float percentLeft = shielding() / (float)initialShield;
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//max of 50% cooldown refund
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cooldown = Math.max(0, (int)(cooldown - COOLDOWN_START * (percentLeft / 2f)));
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}
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@@ -347,6 +348,7 @@ public class BrokenSeal extends Item {
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incShield(maxShield());
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cooldown = Math.max(0, cooldown+COOLDOWN_START);
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turnsSinceEnemies = 0;
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initialShield = maxShield();
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}
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public boolean coolingDown(){
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@@ -377,12 +379,14 @@ public class BrokenSeal extends Item {
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public static final String COOLDOWN = "cooldown";
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public static final String TURNS_SINCE_ENEMIES = "turns_since_enemies";
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public static final String INITIAL_SHIELD = "initial_shield";
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@Override
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public void storeInBundle(Bundle bundle) {
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super.storeInBundle(bundle);
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bundle.put(COOLDOWN, cooldown);
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bundle.put(TURNS_SINCE_ENEMIES, turnsSinceEnemies);
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bundle.put(INITIAL_SHIELD, initialShield);
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}
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@Override
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@@ -391,10 +395,12 @@ public class BrokenSeal extends Item {
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if (bundle.contains(COOLDOWN)) {
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cooldown = bundle.getInt(COOLDOWN);
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turnsSinceEnemies = bundle.getFloat(TURNS_SINCE_ENEMIES);
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initialShield = bundle.getInt(INITIAL_SHIELD);
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//if we have shield from pre-3.1, have it last a bit
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} else if (shielding() > 0) {
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turnsSinceEnemies = -100;
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initialShield = shielding();
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}
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}
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}
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