v0.2.3: quickslot refactoring for artifacts
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@@ -9,16 +9,13 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.NPC;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.GhostSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.WraithSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndQuest;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Random;
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@@ -59,26 +56,30 @@ public class DriedRose extends Artifact {
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public void execute( Hero hero, String action ) {
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if (action.equals(AC_SUMMON)) {
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ArrayList<Integer> spawnPoints = new ArrayList<Integer>();
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for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
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int p = hero.pos + Level.NEIGHBOURS8[i];
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if (Actor.findChar(p) == null && (Level.passable[p] || Level.avoid[p])) {
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spawnPoints.add( p );
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if (!isEquipped( hero )) GLog.i("You need to equip your rose to do that.");
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else if (charge != chargeCap) GLog.i("Your rose isn't fully charged yet.");
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else {
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ArrayList<Integer> spawnPoints = new ArrayList<Integer>();
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for (int i = 0; i < Level.NEIGHBOURS8.length; i++) {
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int p = hero.pos + Level.NEIGHBOURS8[i];
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if (Actor.findChar(p) == null && (Level.passable[p] || Level.avoid[p])) {
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spawnPoints.add(p);
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}
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}
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}
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if (spawnPoints.size() > 0) {
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GhostHero ghost = new GhostHero();
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ghost.pos = Random.element(spawnPoints);
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if (spawnPoints.size() > 0) {
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GhostHero ghost = new GhostHero();
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ghost.pos = Random.element(spawnPoints);
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GameScene.add( ghost, 1f );
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CellEmitter.get(ghost.pos).start(Speck.factory(Speck.LIGHT), 0.2f, 3);
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GameScene.add(ghost, 1f);
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CellEmitter.get(ghost.pos).start(Speck.factory(Speck.LIGHT), 0.2f, 3);
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hero.spend( 1f );
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hero.busy();
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hero.sprite.operate(hero.pos);
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hero.spend(1f);
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hero.busy();
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hero.sprite.operate(hero.pos);
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}
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}
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} else{
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