v3.3.5: fixed unequipping armor leading to a full shield CD refund.

This commit is contained in:
Evan Debenham
2026-01-25 12:47:26 -05:00
parent 5dcabd4e50
commit a8a93b43c1

View File

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