v1.4.0: added more text to the annoying curse
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@@ -1360,6 +1360,14 @@ items.weapon.curses.annoying.msg_2=YEAH, GET THEM!
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items.weapon.curses.annoying.msg_3=HEY, LISTEN!
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items.weapon.curses.annoying.msg_3=HEY, LISTEN!
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items.weapon.curses.annoying.msg_4=ARE WE AT THE BOSS YET!?
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items.weapon.curses.annoying.msg_4=ARE WE AT THE BOSS YET!?
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items.weapon.curses.annoying.msg_5=OUCH, DON'T SWING ME SO HARD!
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items.weapon.curses.annoying.msg_5=OUCH, DON'T SWING ME SO HARD!
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items.weapon.curses.annoying.msg_6=DIE, INSECT!
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items.weapon.curses.annoying.msg_7=WHEEEEEEEEEEEEEEE!
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items.weapon.curses.annoying.msg_8=CAN WE TAKE A BREAK!?
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items.weapon.curses.annoying.msg_9=I'M A FORCE-A-NATURE!
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items.weapon.curses.annoying.msg_10=WELL STRUCK!
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items.weapon.curses.annoying.msg_11=I didn't want to be a weapon, I wanted to be a lumberjack's axe.
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items.weapon.curses.annoying.msg_12=Remember, overconfidence is a slow and insidious killer.
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items.weapon.curses.annoying.msg_13=ALL YOUR BASE ARE BELONG TO US!
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items.weapon.curses.annoying.desc=Annoying weapons are capable of speech, but they're a bit too energetic. They will often draw attention to you without meaning to.
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items.weapon.curses.annoying.desc=Annoying weapons are capable of speech, but they're a bit too energetic. They will often draw attention to you without meaning to.
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items.weapon.curses.dazzling.name=dazzling %s
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items.weapon.curses.dazzling.name=dazzling %s
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+6
-1
@@ -49,7 +49,12 @@ public class Annoying extends Weapon.Enchantment {
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attacker.sprite.centerEmitter().start(Speck.factory(Speck.SCREAM), 0.3f, 3);
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attacker.sprite.centerEmitter().start(Speck.factory(Speck.SCREAM), 0.3f, 3);
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Sample.INSTANCE.play(Assets.Sounds.MIMIC);
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Sample.INSTANCE.play(Assets.Sounds.MIMIC);
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Invisibility.dispel();
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Invisibility.dispel();
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GLog.n(Messages.get(this, "msg_" + (Random.Int(5)+1)));
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//~1/100 for each rare line, ~1/10 for each common line
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if (Random.Int(33) != 0) {
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GLog.n(Messages.get(this, "msg_" + Random.IntRange(1, 10)));
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} else {
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GLog.n(Messages.get(this, "msg_" + Random.IntRange(11, 13)));
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}
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}
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}
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return damage;
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return damage;
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