v2.5.0: bonus cursed zaps from wondrous resin are now always positive
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@@ -1368,8 +1368,8 @@ items.trinkets.trapmechanism.stats_desc=At its current level this trinket will m
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items.trinkets.wondrousresin.name=wondrous resin
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items.trinkets.wondrousresin.desc=This shimmering blue resin appears to have the distilled essence of a cursed wand's magic. The magic from the alchemy pot has seemed to stabilize it somewhat, and it's now affecting your wands.
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items.trinkets.wondrousresin.typical_stats_desc=Typically this trinket will force cursed wand effects to become neutral or positive _%1$s%%_ of the time, and will cause uncursed wands to fire an additional cursed zap _%2$s%%_ of the time.\n\nThis trinket costs a moderately large amount of energy to upgrade.
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items.trinkets.wondrousresin.stats_desc=At its current level this trinket will force cursed wand effects to become neutral or positive _%1$s%%_ of the time, and will cause uncursed wands to fire an additional cursed zap _%2$s%%_ of the time.\n\nThis trinket costs a moderately large amount of energy to upgrade.
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items.trinkets.wondrousresin.typical_stats_desc=Typically this trinket will force cursed wand effects to become neutral or positive _%1$s%%_ of the time, and will cause uncursed wands to fire an additional neutral or positive cursed zap _%2$s%%_ of the time.\n\nThis trinket costs a moderately large amount of energy to upgrade.
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items.trinkets.wondrousresin.stats_desc=At its current level this trinket will force cursed wand effects to become neutral or positive _%1$s%%_ of the time, and will cause uncursed wands to fire an additional neutral or positive cursed zap _%2$s%%_ of the time.\n\nThis trinket costs a moderately large amount of energy to upgrade.
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items.trinkets.trinketcatalyst.name=magical catalyst
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items.trinkets.trinketcatalyst.window_text=The water begins to glow as you add the catalyst. There are a few nearby items you could imbue with energy to turn into a magical trinket.
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@@ -150,12 +150,14 @@ public class WildMagic extends ArmorAbility {
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@Override
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protected void onComplete() {
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if (alsoCursedZap){
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WondrousResin.forcePositive = true;
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CursedWand.cursedZap(cur,
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hero,
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new Ballistica(hero.pos, cell, Ballistica.MAGIC_BOLT),
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new Callback() {
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@Override
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public void call() {
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WondrousResin.forcePositive = false;
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afterZap(cur, wands, hero, cell);
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}
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});
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@@ -166,12 +168,14 @@ public class WildMagic extends ArmorAbility {
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});
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} else {
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if (alsoCursedZap){
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WondrousResin.forcePositive = true;
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CursedWand.cursedZap(cur,
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hero,
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new Ballistica(hero.pos, cell, Ballistica.MAGIC_BOLT),
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new Callback() {
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@Override
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public void call() {
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WondrousResin.forcePositive = false;
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afterZap(cur, wands, hero, cell);
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}
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});
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@@ -49,10 +49,13 @@ public class WondrousResin extends Trinket {
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}
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}
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//TODO currently this trims most rare/v.rare wand effects entirely. Need to improve variety there
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// certain effects might also be extremely good with no negatives
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//used when bonus curse effects are being created
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public static boolean forcePositive = false;
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public static float positiveCurseEffectChance(){
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if (forcePositive){
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return 1;
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}
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return positiveCurseEffectChance( trinketLevel(WondrousResin.class) );
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}
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@@ -701,11 +701,13 @@ public abstract class Wand extends Item {
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public void call() {
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curWand.onZap(shot);
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if (Random.Float() < WondrousResin.extraCurseEffectChance()){
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WondrousResin.forcePositive = true;
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CursedWand.cursedZap(curWand,
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curUser,
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new Ballistica(curUser.pos, target, Ballistica.MAGIC_BOLT), new Callback() {
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@Override
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public void call() {
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WondrousResin.forcePositive = false;
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curWand.wandUsed();
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}
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});
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