v1.3.0: reworked the anti-entropy curse
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@@ -1,6 +1,6 @@
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###armor curses
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items.armor.curses.antientropy.name=%s of anti-entropy
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items.armor.curses.antientropy.desc=Anti-entropy curse works against the forces of the universe, pulling energy away from the attacker and into the wearer. This briefly freezes the attacker, but sets the wearer on fire!
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items.armor.curses.antientropy.desc=The Anti-entropy curse works against the forces of the universe, pulling energy into the wearer and away from their surroundings. This briefly sets the wearer on fire, but freezes everything around them!
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items.armor.curses.bulk.name=%s of bulk
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items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defense. Even worse, the added size makes moving through doorways very difficult.
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@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Freezing;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
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@@ -33,6 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor.Glyph;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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public class AntiEntropy extends Glyph {
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@@ -44,12 +46,13 @@ public class AntiEntropy extends Glyph {
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if (Random.Int( 8 ) == 0) {
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if (Dungeon.level.adjacent( attacker.pos, defender.pos )) {
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Buff.prolong(attacker, Frost.class, Frost.DURATION);
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CellEmitter.get(attacker.pos).start(SnowParticle.FACTORY, 0.2f, 6);
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for (int i : PathFinder.NEIGHBOURS8){
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Freezing.affect(defender.pos+i);
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}
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if (!Dungeon.level.water[defender.pos]) {
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Buff.affect(defender, Burning.class).reignite(defender, 4);
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}
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Buff.affect( defender, Burning.class ).reignite( defender );
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defender.sprite.emitter().burst( FlameParticle.FACTORY, 5 );
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}
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