v2.0.0: implemented the lightly armed talent and text for the other two
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@@ -882,7 +882,12 @@ actors.hero.talent.twin_upgrades.desc=_+1:_ If one of the Champion's two equippe
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actors.hero.talent.combined_lethality.title=combined lethality
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actors.hero.talent.combined_lethality.desc=_+1:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 10% HP_.\n\n_+2:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 20% HP_.\n\n_+3:_ If the Champion uses two different weapon abilities successively, the second ability will execute any non-boss enemy left at _below 30% HP_.\n\nIf the second ability does not contain an attack, this talent will instead trigger on the Champion's next attack within 5 turns.
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#second subclass
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actors.hero.talent.lightly_armed.title=Unencumbered Spirit
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actors.hero.talent.lightly_armed.desc=_+1:_ The Monk gains _25% more energy_ for each piece of _T3 or lower_ equipment she is wearing.\n\n_+2:_ The Monk gains _50% more energy_ for each piece of _T2 or lower_ equipment she is wearing.\n\n_+3:_ The Monk gains _100% more energy_ for each piece of _T1 or lower_ equipment she is wearing. She also gains _150% more energy_ if she has no weapon (or ring of force), and gains a free cloth armor and studded gloves.
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actors.hero.talent.monastic_vigor.title=monastic vigor
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actors.hero.talent.monastic_vigor.desc=_+1:_ If the Monk has _100% energy_, her monk abilities are empowered.\n\n_+2:_ If the Monk has _85% or more energy_, her monk abilities are empowered.\n\n_+3:_ If the Monk has _70% or more energy_, her monk abilities are empowered.\n\nWhen empowered:\n- Flurry applies enchantments at 75% power\n- Focus is instantaneous\n- Dash gains +2 range\n- Dragon Kick deals +33% damage and applies its knock back and stun effect to all adjacent enemies\n- Meditate slowly heals 20% of missing HP and grants 80% damage resistance.
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actors.hero.talent.combined_energy.title=combined energy
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actors.hero.talent.combined_energy.desc=_+1:_ If the Monk uses a weapon ability and a _4+ energy_ monk ability successively, she regains 33% of her spent energy and resets her ability cooldown.\n\n_+2:_ If the Monk uses a weapon ability and a _3+ energy_ monk ability successively, she regains 33% of her spent energy and resets her ability cooldown.\n\n_+3:_ If the Monk uses a weapon ability and a _2+ energy_ monk ability successively, she regains 33% of her spent energy and resets her ability cooldown.
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actors.hero.talent.close_the_gap.title=close the gap
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actors.hero.talent.close_the_gap.desc=_+1:_ The Duelist blinks _up to two tiles_ toward her target when starting a duel.\n\n_+2:_ The Duelist blinks _up to three tiles_ toward her target when starting a duel.\n\n_+3:_ The Duelist blinks _up to four tiles_ toward her target when starting a duel.\n\n_+4:_ The Duelist blinks _up to five tiles_ toward her target when starting a duel.\n\nThis blink can go through enemies and hazards, and is taken into account when determining if an enemy is in range to be challenged.
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@@ -27,12 +27,14 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Ghoul;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RipperDemon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Wraith;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.YogDzewa;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfForce;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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@@ -134,16 +136,56 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
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return; //to prevent farming boss minions
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}
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//bosses and minibosses give extra energy, certain enemies give half, otherwise give 1
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if (Char.hasProp(enemy, Char.Property.BOSS)) energy += 5;
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else if (Char.hasProp(enemy, Char.Property.MINIBOSS)) energy += 3;
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else if (enemy instanceof Ghoul) energy += 0.5f;
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else if (enemy instanceof RipperDemon) energy += 0.5f;
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else if (enemy instanceof YogDzewa.Larva) energy += 0.5f;
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else if (enemy instanceof Wraith) energy += 0.5f;
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else energy += 1;
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float energyGain;
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energy = Math.min(energy, energyCap());
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//bosses and minibosses give extra energy, certain enemies give half, otherwise give 1
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if (Char.hasProp(enemy, Char.Property.BOSS)) energyGain = 5;
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else if (Char.hasProp(enemy, Char.Property.MINIBOSS)) energyGain = 3;
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else if (enemy instanceof Ghoul) energyGain = 0.5f;
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else if (enemy instanceof RipperDemon) energyGain = 0.5f;
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else if (enemy instanceof YogDzewa.Larva) energyGain = 0.5f;
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else if (enemy instanceof Wraith) energyGain = 0.5f;
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else energyGain = 1;
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float enGainMulti = 1f;
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if (target instanceof Hero) {
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Hero hero = (Hero) target;
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if (hero.hasTalent(Talent.LIGHTLY_ARMED)) {
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int points = hero.pointsInTalent(Talent.LIGHTLY_ARMED);
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if (hero.belongings.armor() != null){
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if (hero.belongings.armor().tier == 3 && points >= 1){
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enGainMulti += 0.25f;
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}
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if (hero.belongings.armor().tier == 2 && points >= 2){
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enGainMulti += 0.50f;
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}
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if (hero.belongings.armor().tier == 1 && points >= 3){
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enGainMulti += 1.00f;
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}
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}
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if (hero.belongings.weapon() instanceof MeleeWeapon){
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if (((MeleeWeapon) hero.belongings.weapon()).tier == 3 && points >= 1){
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enGainMulti += 0.25f;
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}
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if (((MeleeWeapon) hero.belongings.weapon()).tier == 2 && points >= 2){
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enGainMulti += 0.50f;
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}
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if (((MeleeWeapon) hero.belongings.weapon()).tier == 1 && points >= 3){
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enGainMulti += 1.00f;
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}
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} else if (hero.belongings.weapon == null) {
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if (hero.buff(RingOfForce.Force.class) == null && points == 3){
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enGainMulti += 1.50f;
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}
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}
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}
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}
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energyGain *= enGainMulti;
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energy = Math.min(energy+energyGain, energyCap());
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if (energy > 0 && cooldown == 0){
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ActionIndicator.setAction(this);
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@@ -50,6 +50,7 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClothArmor;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CloakOfShadows;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HornOfPlenty;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
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@@ -57,6 +58,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRecharging
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Gloves;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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@@ -154,13 +156,13 @@ public enum Talent {
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FOCUSED_MEAL(132), RESTORED_AGILITY(133), WEAPON_RECHARGING(134), LETHAL_HASTE(135), SWIFT_EQUIP(136),
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//Duelist T3
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LIGHTWEIGHT_CHARGE(137, 3), DEADLY_FOLLOWUP(138, 3),
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//Duelist S1 T3
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//Champion T3
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SECONDARY_CHARGE(139, 3), TWIN_UPGRADES(140, 3), COMBINED_LETHALITY(141, 3),
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//Duelist S2 T3
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DUELIST_S2_1(142, 3), DUELIST_S2_2(143, 3), DUELIST_S2_3(144, 3),
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//Duelist A1 T4
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//Monk T3
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LIGHTLY_ARMED(142, 3), MONASTIC_VIGOR(143, 3), COMBINED_ENERGY(144, 3),
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//Challenge T4
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CLOSE_THE_GAP(145, 4), INVIGORATING_VICTORY(146, 4), ELIMINATION_MATCH(147, 4),
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//Duelist A2 T4
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//Elemental Strike T4
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ELEMENTAL_REACH(148, 4), STRIKING_FORCE(149, 4), DIRECTED_POWER(150, 4),
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//Duelist A3 T4
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DUELIST_A3_1(151, 4), DUELIST_A3_2(152, 4), DUELIST_A3_3(153, 4),
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@@ -382,6 +384,11 @@ public enum Talent {
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if (talent == SECONDARY_CHARGE || talent == TWIN_UPGRADES){
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Item.updateQuickslot();
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}
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if (talent == LIGHTLY_ARMED && hero.pointsInTalent(talent) == 3){
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new ClothArmor().identify().collect();
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new Gloves().identify().collect();
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}
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}
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public static class CachedRationsDropped extends CounterBuff{{revivePersists = true;}};
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@@ -796,7 +803,7 @@ public enum Talent {
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Collections.addAll(tierTalents, SECONDARY_CHARGE, TWIN_UPGRADES, COMBINED_LETHALITY);
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break;
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case MONK:
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Collections.addAll(tierTalents, DUELIST_S2_1, DUELIST_S2_2, DUELIST_S2_3);
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Collections.addAll(tierTalents, LIGHTLY_ARMED, MONASTIC_VIGOR, COMBINED_ENERGY);
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break;
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}
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for (Talent talent : tierTalents){
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