v1.4.0: implemented the ring of arcana (minus brimstone effect)

This commit is contained in:
Evan Debenham
2022-08-17 16:37:35 -04:00
parent 502b5bcf41
commit c208c55369
44 changed files with 246 additions and 67 deletions

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@@ -849,6 +849,11 @@ items.rings.ringofaccuracy.stats=When worn, this ring will increase your accurac
items.rings.ringofaccuracy.typical_stats=When worn, this ring will typically increase your accuracy by _%s%%._
items.rings.ringofaccuracy.desc=This ring increases your focus, making it easier for your attacks to find their mark. A cursed ring will instead make it harder for your attacks to connect.
items.rings.ringofarcana.name=ring of arcana
items.rings.ringofarcana.stats=When worn, this ring will increase the power of enchants and glyphs by _%s%%._
items.rings.ringofarcana.typical_stats=When worn, this ring will typically increase the power of enchants and glyphs by _%s%%._
items.rings.ringofarcana.desc=This ring enhances magical enchantments on weapons and glyphs on armor, first increasing their activation chance and then the strength of their effects. A cursed ring will instead weaken enchantments and glyphs.
items.rings.ringofelements.name=ring of elements
items.rings.ringofelements.stats=When worn, this ring will provide _%s%%_ elemental resistance.
items.rings.ringofelements.typical_stats=When worn, this ring will typically provide _%s%%_ elemental resistance.

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@@ -81,6 +81,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Potential;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.exotic.PotionOfCleansing;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfElements;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRetribution;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
@@ -668,7 +669,12 @@ public abstract class Char extends Actor {
if (HP < 0 && src instanceof Char){
if (((Char) src).buff(Kinetic.KineticTracker.class) != null){
Buff.affect((Char) src, Kinetic.ConservedDamage.class).setBonus(-HP);
int dmgToAdd = -HP;
dmgToAdd -= ((Char) src).buff(Kinetic.KineticTracker.class).conservedDamage;
dmgToAdd = Math.round(dmgToAdd * RingOfArcana.enchantPowerMultiplier((Char) src));
if (dmgToAdd > 0) {
Buff.affect((Char) src, Kinetic.ConservedDamage.class).setBonus(dmgToAdd);
}
((Char) src).buff(Kinetic.KineticTracker.class).detach();
}
}

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@@ -1263,7 +1263,7 @@ public class Hero extends Char {
//TODO improve this when I have proper damage source logic
if (belongings.armor() != null && belongings.armor().hasGlyph(AntiMagic.class, this)
&& AntiMagic.RESISTS.contains(src.getClass())){
dmg -= AntiMagic.drRoll(belongings.armor().buffedLvl());
dmg -= AntiMagic.drRoll(this, belongings.armor().buffedLvl());
}
if (buff(Talent.WarriorFoodImmunity.class) != null){

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@@ -271,7 +271,7 @@ public class ShadowClone extends ArmorAbility {
&& Dungeon.hero.belongings.armor() != null
&& Dungeon.hero.belongings.armor().hasGlyph(AntiMagic.class, this)
&& AntiMagic.RESISTS.contains(src.getClass())){
dmg -= AntiMagic.drRoll(Dungeon.hero.belongings.armor().buffedLvl());
dmg -= AntiMagic.drRoll(Dungeon.hero, Dungeon.hero.belongings.armor().buffedLvl());
}
super.damage(dmg, src);

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@@ -100,7 +100,7 @@ public class ArmoredStatue extends Statue {
//TODO improve this when I have proper damage source logic
if (armor != null && armor.hasGlyph(AntiMagic.class, this)
&& AntiMagic.RESISTS.contains(src.getClass())){
dmg -= AntiMagic.drRoll(armor.buffedLvl());
dmg -= AntiMagic.drRoll(this, armor.buffedLvl());
}
super.damage( dmg, src );

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@@ -799,7 +799,7 @@ public abstract class Mob extends Char {
//lucky enchant logic
if (buff(Lucky.LuckProc.class) != null){
Dungeon.level.drop(Lucky.genLoot(), pos).sprite.drop();
Dungeon.level.drop(buff(Lucky.LuckProc.class).genLoot(), pos).sprite.drop();
Lucky.showFlare(sprite);
}

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@@ -199,7 +199,7 @@ public class PrismaticImage extends NPC {
//TODO improve this when I have proper damage source logic
if (hero != null && hero.belongings.armor() != null && hero.belongings.armor().hasGlyph(AntiMagic.class, this)
&& AntiMagic.RESISTS.contains(src.getClass())){
dmg -= AntiMagic.drRoll(hero.belongings.armor().buffedLvl());
dmg -= AntiMagic.drRoll(hero, hero.belongings.armor().buffedLvl());
}
super.damage(dmg, src);

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@@ -60,6 +60,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfToxicGas;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfAccuracy;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfElements;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEvasion;
@@ -437,6 +438,7 @@ public class Generator {
RING.classes = new Class<?>[]{
RingOfAccuracy.class,
RingOfArcana.class,
RingOfEvasion.class,
RingOfElements.class,
RingOfForce.class,
@@ -447,7 +449,7 @@ public class Generator {
RingOfSharpshooting.class,
RingOfTenacity.class,
RingOfWealth.class};
RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
ARTIFACT.classes = new Class<?>[]{
CapeOfThorns.class,

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@@ -56,6 +56,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Stone;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Swiftness;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Thorns;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@@ -352,15 +353,15 @@ public class Armor extends EquipableItem {
break;
}
}
if (!enemyNear) speed *= (1.2f + 0.04f * buffedLvl());
if (!enemyNear) speed *= (1.2f + 0.04f * buffedLvl()) * RingOfArcana.enchantPowerMultiplier(owner);
} else if (hasGlyph(Flow.class, owner) && Dungeon.level.water[owner.pos]){
speed *= (2f + 0.25f*buffedLvl());
speed *= (2f + 0.25f*buffedLvl()) * RingOfArcana.enchantPowerMultiplier(owner);
}
if (hasGlyph(Bulk.class, owner) &&
(Dungeon.level.map[owner.pos] == Terrain.DOOR
|| Dungeon.level.map[owner.pos] == Terrain.OPEN_DOOR )) {
speed /= 3f;
speed /= 3f * RingOfArcana.enchantPowerMultiplier(owner);
}
return speed;
@@ -370,7 +371,7 @@ public class Armor extends EquipableItem {
public float stealthFactor( Char owner, float stealth ){
if (hasGlyph(Obfuscation.class, owner)){
stealth += 1 + buffedLvl()/3f;
stealth += (1 + buffedLvl()/3f) * RingOfArcana.enchantPowerMultiplier(owner);
}
return stealth;
@@ -642,6 +643,10 @@ public class Armor extends EquipableItem {
};
public abstract int proc( Armor armor, Char attacker, Char defender, int damage );
protected float procChanceMultiplier( Char defender ){
return RingOfArcana.enchantPowerMultiplier(defender);
}
public String name() {
if (!curse())

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@@ -44,7 +44,8 @@ public class AntiEntropy extends Glyph {
@Override
public int proc( Armor armor, Char attacker, Char defender, int damage) {
if (Random.Int( 8 ) == 0) {
float procChance = 1/8f * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
for (int i : PathFinder.NEIGHBOURS8){
Freezing.affect(defender.pos+i);

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@@ -38,7 +38,8 @@ public class Corrosion extends Armor.Glyph {
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage) {
if (Random.Int(10) == 0){
float procChance = 1/10f * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
int pos = defender.pos;
for (int i : PathFinder.NEIGHBOURS9){
Splash.at(pos+i, 0x000000, 5);

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@@ -35,8 +35,9 @@ public class Displacement extends Armor.Glyph {
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage ) {
if (defender == Dungeon.hero && Random.Int(20) == 0){
ScrollOfTeleportation.teleportChar(Dungeon.hero);
float procChance = 1/20f * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
ScrollOfTeleportation.teleportChar(defender);
return 0;
}

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@@ -40,7 +40,8 @@ public class Metabolism extends Glyph {
@Override
public int proc( Armor armor, Char attacker, Char defender, int damage) {
if (Random.Int( 6 ) == 0 && defender instanceof Hero) {
float procChance = 1/6f * procChanceMultiplier(defender);
if ( Random.Float() < procChance && defender instanceof Hero) {
//assumes using up 10% of starving, and healing of 1 hp per 10 turns;
int healing = Math.min((int)Hunger.STARVING/100, defender.HT - defender.HP);

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@@ -49,7 +49,8 @@ public class Multiplicity extends Armor.Glyph {
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage) {
if (Random.Int(20) == 0){
float procChance = 1/20f * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
ArrayList<Integer> spawnPoints = new ArrayList<>();
for (int i = 0; i < PathFinder.NEIGHBOURS8.length; i++) {

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@@ -38,8 +38,9 @@ public class Overgrowth extends Armor.Glyph {
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage) {
if ( Random.Int( 20 ) == 0) {
float procChance = 1/20f * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
Plant p = ((Plant.Seed) Generator.randomUsingDefaults(Generator.Category.SEED)).couch(defender.pos, null);

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@@ -36,7 +36,8 @@ public class Stench extends Armor.Glyph {
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage) {
if ( Random.Int( 8 ) == 0) {
float procChance = 1/8f * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
GameScene.add( Blob.seed( defender.pos, 250, ToxicGas.class ) );

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@@ -43,9 +43,12 @@ public class Affection extends Glyph {
// lvl 0 - 15%
// lvl 1 ~ 19%
// lvl 2 ~ 23%
if (Random.Int( level + 20 ) >= 17) {
float procChance = (level+3f)/(level+20f) * procChanceMultiplier(defender);
if (Random.Float() < procChance) {
Buff.affect( attacker, Charm.class, Charm.DURATION ).object = defender.id();
float powerMulti = Math.max(1f, procChance);
Buff.affect( attacker, Charm.class, Math.round(Charm.DURATION*powerMulti) ).object = defender.id();
attacker.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 5 );
}

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@@ -36,6 +36,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Warlock;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.YogFist;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.bombs.Bomb;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.exotic.ScrollOfPsionicBlast;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfDisintegration;
@@ -106,8 +107,10 @@ public class AntiMagic extends Armor.Glyph {
return damage;
}
public static int drRoll( int level ){
return Random.NormalIntRange(level, 3 + Math.round(level*1.5f));
public static int drRoll( Char ch, int level ){
return Random.NormalIntRange(
Math.round(level * RingOfArcana.enchantPowerMultiplier(ch)),
Math.round((3 + (level*1.5f)) * RingOfArcana.enchantPowerMultiplier(ch)));
}
@Override

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@@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.noosa.audio.Sample;
@@ -41,7 +42,7 @@ public class Camouflage extends Armor.Glyph {
}
public static void activate(Char ch, int level){
Buff.prolong(ch, Invisibility.class, 3 + level/2);
Buff.prolong(ch, Invisibility.class, Math.round((3 + level/2f)* RingOfArcana.enchantPowerMultiplier(ch)));
if ( Dungeon.level.heroFOV[ch.pos] ) {
Sample.INSTANCE.play( Assets.Sounds.MELD );
}

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@@ -41,10 +41,13 @@ public class Entanglement extends Glyph {
public int proc(Armor armor, Char attacker, final Char defender, final int damage ) {
final int level = Math.max( 0, armor.buffedLvl() );
if (Random.Int( 4 ) == 0) {
Buff.affect( defender, Earthroot.Armor.class ).level( 5 + 2 * level );
float procChance = 1/4f * procChanceMultiplier(defender);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
Buff.affect( defender, Earthroot.Armor.class ).level( Math.round((5 + 2 * level)*powerMulti) );
CellEmitter.bottom( defender.pos ).start( EarthParticle.FACTORY, 0.05f, 8 );
Camera.main.shake( 1, 0.4f );

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@@ -42,8 +42,12 @@ public class Potential extends Glyph {
// lvl 0 - 16.7%
// lvl 1 - 28.6%
// lvl 2 - 37.5%
if (defender instanceof Hero && Random.Int( level + 6 ) >= 5 ) {
int wands = ((Hero) defender).belongings.charge( 1f );
float procChance = (level+1f)/(level+6f) * procChanceMultiplier(defender);
if (Random.Float() < procChance && defender instanceof Hero) {
float powerMulti = Math.max(1f, procChance);
int wands = ((Hero) defender).belongings.charge( powerMulti );
if (wands > 0) {
defender.sprite.centerEmitter().burst(EnergyParticle.FACTORY, 10);
}

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@@ -34,15 +34,25 @@ public class Repulsion extends Armor.Glyph {
@Override
public int proc( Armor armor, Char attacker, Char defender, int damage) {
int level = Math.max( 0, armor.buffedLvl() );
// lvl 0 - 20%
// lvl 1 - 33%
// lvl 2 - 43%
int level = Math.max( 0, armor.buffedLvl() );
float procChance = (level+1f)/(level+5f) * procChanceMultiplier(defender);
if (Random.Float() < procChance){
float powerMulti = Math.max(1f, procChance);
if (Random.Int( level + 5 ) >= 4){
int oppositeHero = attacker.pos + (attacker.pos - defender.pos);
Ballistica trajectory = new Ballistica(attacker.pos, oppositeHero, Ballistica.MAGIC_BOLT);
WandOfBlastWave.throwChar(attacker, trajectory, 2, true, true, getClass());
WandOfBlastWave.throwChar(attacker,
trajectory,
Math.round(2 * powerMulti),
true,
true,
getClass());
}
return damage;

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@@ -23,6 +23,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.GameMath;
@@ -37,6 +38,8 @@ public class Stone extends Armor.Glyph {
float evasion = defender.defenseSkill(attacker);
float accuracy = attacker.attackSkill(defender);
testing = false;
evasion *= RingOfArcana.enchantPowerMultiplier(defender);
float hitChance;
if (evasion >= accuracy){

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@@ -40,9 +40,12 @@ public class Thorns extends Armor.Glyph {
// lvl 0 - 16.7%
// lvl 1 - 23.1%
// lvl 2 - 28.5%
if ( Random.Int( level + 12) >= 10) {
float procChance = (level+2f)/(level+12f) * procChanceMultiplier(defender);
if ( Random.Float() < procChance ) {
Buff.affect( attacker, Bleeding.class).set( 4 + level );
float powerMulti = Math.max(1f, procChance);
Buff.affect( attacker, Bleeding.class).set( Math.round((4 + level)*powerMulti) );
}

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@@ -31,6 +31,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor.Glyph;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
@@ -76,7 +77,15 @@ public class Viscosity extends Glyph {
int level = Math.max( 0, this.level );
float percent = (level+1)/(float)(level+6);
int amount = (int)Math.ceil(dmg * percent);
percent *= RingOfArcana.enchantPowerMultiplier(target);
int amount;
if (percent > 1f){
dmg = Math.round(dmg / percent);
amount = dmg;
} else {
amount = (int)Math.ceil(dmg * percent);
}
if (amount > 0){
DeferedDamage deferred = Buff.affect( target, DeferedDamage.class );

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@@ -644,7 +644,7 @@ public class DriedRose extends Artifact {
//TODO improve this when I have proper damage source logic
if (rose != null && rose.armor != null && rose.armor.hasGlyph(AntiMagic.class, this)
&& AntiMagic.RESISTS.contains(src.getClass())){
dmg -= AntiMagic.drRoll(rose.armor.buffedLvl());
dmg -= AntiMagic.drRoll(this, rose.armor.buffedLvl());
}
super.damage( dmg, src );

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@@ -0,0 +1,56 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.rings;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import java.text.DecimalFormat;
public class RingOfArcana extends Ring {
{
icon = ItemSpriteSheet.Icons.RING_ARCANA;
}
public String statsInfo() {
if (isIdentified()){
return Messages.get(this, "stats", new DecimalFormat("#.##").format(100f * (Math.pow(1.15f, soloBuffedBonus()) - 1f)));
} else {
return Messages.get(this, "typical_stats", new DecimalFormat("#.##").format(15f));
}
}
@Override
protected RingBuff buff( ) {
return new Arcana();
}
public static float enchantPowerMultiplier(Char target ){
return (float)Math.pow(1.15f, getBuffedBonus(target, Arcana.class));
}
public class Arcana extends RingBuff {
}
}

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@@ -179,6 +179,8 @@ public class WandOfBlastWave extends DamageWand {
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//acts like elastic enchantment
//FIXME this benefits from ring of arcana atm, change this
new Elastic().proc(staff, attacker, defender, damage);
}

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@@ -145,6 +145,7 @@ public class WandOfFireblast extends DamageWand {
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//acts like blazing enchantment
//FIXME this benefits from ring of arcana atm, change this
new Blazing().proc( staff, attacker, defender, damage);
}

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@@ -99,6 +99,7 @@ public class WandOfLightning extends DamageWand {
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//acts like shocking enchantment
//FIXME this benefits from ring of arcana atm, change this
new Shocking().proc(staff, attacker, defender, damage);
}

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@@ -30,6 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Annoying;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Displacing;
@@ -208,7 +209,11 @@ abstract public class Weapon extends KindOfWeapon {
@Override
public int reachFactor(Char owner) {
return hasEnchant(Projecting.class, owner) ? RCH+1 : RCH;
if (hasEnchant(Projecting.class, owner)){
return RCH + Math.round(RingOfArcana.enchantPowerMultiplier(owner));
} else {
return RCH;
}
}
public int STRReq(){
@@ -361,7 +366,7 @@ abstract public class Weapon extends KindOfWeapon {
public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
protected float procChanceMultiplier( Char attacker ){
float multi = 1f;
float multi = RingOfArcana.enchantPowerMultiplier(attacker);
if (attacker instanceof Hero && ((Hero) attacker).hasTalent(Talent.ENRAGED_CATALYST)){
Berserk rage = attacker.buff(Berserk.class);
if (rage != null) {

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@@ -44,11 +44,13 @@ public class Blazing extends Weapon.Enchantment {
// lvl 2 - 60%
float procChance = (level+1f)/(level+3f) * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
if (defender.buff(Burning.class) != null){
Buff.affect(defender, Burning.class).reignite(defender, 8f);
int burnDamage = Random.NormalIntRange( 1, 3 + Dungeon.scalingDepth()/4 );
defender.damage( Math.round(burnDamage * 0.67f), this );
defender.damage( Math.round(burnDamage * 0.67f * powerMulti), this );
} else {
Buff.affect(defender, Burning.class).reignite(defender, 8f);
}

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@@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
@@ -41,7 +42,8 @@ public class Blocking extends Weapon.Enchantment {
int level = Math.max( 0, weapon.buffedLvl() );
Buff.prolong(attacker, BlockBuff.class, 2 + level/2).setBlocking(level + 1);
Buff.prolong(attacker, BlockBuff.class, 2 + level/2 * RingOfArcana.enchantPowerMultiplier(attacker))
.setBlocking(Math.round((level + 1) * RingOfArcana.enchantPowerMultiplier(attacker)));
return damage;
}

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@@ -48,11 +48,21 @@ public class Blooming extends Weapon.Enchantment {
// lvl 2 - 60%
float procChance = (level+1f)/(level+3f) * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
float plants = (1f + 0.1f*level) * powerMulti;
if (Random.Float() < plants%1){
plants = (float)Math.ceil(plants);
} else {
plants = (float)Math.floor(plants);
}
boolean secondPlant = level > Random.Int(10);
if (plantGrass(defender.pos)){
if (secondPlant) secondPlant = false;
else return damage;
plants--;
if (plants <= 0){
return damage;
}
}
ArrayList<Integer> positions = new ArrayList<>();
@@ -62,8 +72,10 @@ public class Blooming extends Weapon.Enchantment {
Random.shuffle( positions );
for (int i : positions){
if (plantGrass(defender.pos + i)){
if (secondPlant) secondPlant = false;
else return damage;
plants--;
if (plants <= 0) {
return damage;
}
}
}

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@@ -43,12 +43,14 @@ public class Chilling extends Weapon.Enchantment {
// lvl 2 - 50%
float procChance = (level+1f)/(level+4f) * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
//adds 3 turns of chill per proc, with a cap of 6 turns
float durationToAdd = 3f;
float durationToAdd = 3f * powerMulti;
Chill existing = defender.buff(Chill.class);
if (existing != null){
durationToAdd = Math.min(durationToAdd, 6f-existing.cooldown());
durationToAdd = Math.min(durationToAdd, (6f*powerMulti)-existing.cooldown());
}
Buff.affect( defender, Chill.class, durationToAdd );

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@@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Badges;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.Statistics;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Adrenaline;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AllyBuff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
@@ -63,6 +64,12 @@ public class Corrupting extends Weapon.Enchantment {
Corruption.corruptionHeal(enemy);
AllyBuff.affectAndLoot(enemy, hero, Corruption.class);
float powerMulti = Math.max(1f, procChance);
if (powerMulti > 1.1f){
//1 turn of adrenaline for each 20% above 100% proc rate
Buff.affect(enemy, Adrenaline.class, Math.round(5*(powerMulti-1f)));
}
return 0;
}

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@@ -43,6 +43,9 @@ public class Elastic extends Weapon.Enchantment {
// lvl 2 - 43%
float procChance = (level+1f)/(level+5f) * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
//trace a ballistica to our target (which will also extend past them
Ballistica trajectory = new Ballistica(attacker.pos, defender.pos, Ballistica.STOP_TARGET);
//trim it to just be the part that goes past them
@@ -50,7 +53,7 @@ public class Elastic extends Weapon.Enchantment {
//knock them back along that ballistica
WandOfBlastWave.throwChar(defender,
trajectory,
2,
Math.round(2 * powerMulti),
!(weapon instanceof MissileWeapon || weapon instanceof SpiritBow),
true,
getClass());

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@@ -45,7 +45,7 @@ public class Kinetic extends Weapon.Enchantment {
}
//use a tracker so that we can know the true final damage
Buff.affect(attacker, KineticTracker.class);
Buff.affect(attacker, KineticTracker.class).conservedDamage = conservedDamage;
return damage + conservedDamage;
}
@@ -61,6 +61,8 @@ public class Kinetic extends Weapon.Enchantment {
actPriority = Actor.VFX_PRIO;
}
public int conservedDamage;
@Override
public boolean act() {
detach();

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@@ -44,7 +44,12 @@ public class Lucky extends Weapon.Enchantment {
// lvl 2 ~ 14%
float procChance = (level+4f)/(level+40f) * procChanceMultiplier(attacker);
if (defender.HP <= damage && Random.Float() < procChance){
Buff.affect(defender, LuckProc.class);
float powerMulti = Math.max(1f, procChance);
//default is -5: 80% common, 20% uncommon, 0% rare
//ring level increases by 1 for each 20% above 100% proc rate
Buff.affect(defender, LuckProc.class).ringLevel = -10 + Math.round(5*powerMulti);
}
return damage;
@@ -67,12 +72,19 @@ public class Lucky extends Weapon.Enchantment {
//used to keep track of whether a luck proc is incoming. see Mob.die()
public static class LuckProc extends Buff {
private int ringLevel = -5;
@Override
public boolean act() {
detach();
return true;
}
public Item genLoot(){
detach();
return RingOfWealth.genConsumableDrop(ringLevel);
}
}
}

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@@ -49,6 +49,8 @@ public class Shocking extends Weapon.Enchantment {
// lvl 2 - 50%
float procChance = (level+1f)/(level+4f) * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
affected.clear();
arcs.clear();
@@ -58,7 +60,7 @@ public class Shocking extends Weapon.Enchantment {
affected.remove(defender); //defender isn't hurt by lightning
for (Char ch : affected) {
if (ch.alignment != attacker.alignment) {
ch.damage(Math.round(damage * 0.4f), this);
ch.damage(Math.round(damage * 0.4f * powerMulti), this);
}
}

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@@ -43,9 +43,11 @@ public class Vampiric extends Weapon.Enchantment {
healChance *= procChanceMultiplier(attacker);
if (Random.Float() < healChance){
float powerMulti = Math.max(1f, healChance);
//heals for 50% of damage dealt
int healAmt = Math.round(damage * 0.5f);
int healAmt = Math.round(damage * 0.5f * powerMulti);
healAmt = Math.min( healAmt, attacker.HT - attacker.HP );
if (healAmt > 0 && attacker.isAlive()) {

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@@ -35,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.bags.Bag;
import com.shatteredpixel.shatteredpixeldungeon.items.bags.MagicalHolster;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
@@ -163,7 +164,9 @@ abstract public class MissileWeapon extends Weapon {
}
}
if (projecting && !Dungeon.level.solid[dst] && Dungeon.level.distance(user.pos, dst) <= 4){
if (projecting
&& !Dungeon.level.solid[dst]
&& Dungeon.level.distance(user.pos, dst) <= Math.round(4 * RingOfArcana.enchantPowerMultiplier(user))){
return dst;
} else {
return super.throwPos(user, dst);

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@@ -720,19 +720,20 @@ public class ItemSpriteSheet {
private static final int RINGS = xy(1, 1); //16 slots
public static final int RING_ACCURACY = RINGS+0;
public static final int RING_ELEMENTS = RINGS+1;
public static final int RING_ENERGY = RINGS+2;
public static final int RING_EVASION = RINGS+3;
public static final int RING_FORCE = RINGS+4;
public static final int RING_FUROR = RINGS+5;
public static final int RING_HASTE = RINGS+6;
public static final int RING_MIGHT = RINGS+7;
public static final int RING_SHARPSHOOT = RINGS+8;
public static final int RING_TENACITY = RINGS+9;
public static final int RING_WEALTH = RINGS+10;
public static final int RING_UNUSED = RINGS+11;
public static final int RING_ARCANA = RINGS+1;
public static final int RING_ELEMENTS = RINGS+2;
public static final int RING_ENERGY = RINGS+3;
public static final int RING_EVASION = RINGS+4;
public static final int RING_FORCE = RINGS+5;
public static final int RING_FUROR = RINGS+6;
public static final int RING_HASTE = RINGS+7;
public static final int RING_MIGHT = RINGS+8;
public static final int RING_SHARPSHOOT = RINGS+9;
public static final int RING_TENACITY = RINGS+10;
public static final int RING_WEALTH = RINGS+11;
static {
assignIconRect( RING_ACCURACY, 7, 7 );
assignIconRect( RING_ARCANA, 7, 7 );
assignIconRect( RING_ELEMENTS, 7, 7 );
assignIconRect( RING_ENERGY, 7, 5 );
assignIconRect( RING_EVASION, 7, 7 );