v0.3.2: balance tweaks to huntress and warden
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@@ -76,10 +76,9 @@ public enum HeroClass {
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};
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public static final String[] HUN_PERKS = {
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"The Huntress starts with 15 points of Health and a unique upgradeable boomerang.",
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"The Huntress starts with a unique upgradeable boomerang.",
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"The Huntress is proficient with missile weapons, getting bonus damage from excess strength.",
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"The Huntress is able to recover a single used missile weapon from each enemy.",
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"The Huntress gains more health from dewdrops.",
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"The Huntress senses neighbouring monsters even if they are hidden behind obstacles.",
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"Potions of Mind Vision are identified from the beginning."
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};
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@@ -174,8 +173,6 @@ public enum HeroClass {
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private static void initHuntress( Hero hero ) {
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hero.HP = (hero.HT -= 5);
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(hero.belongings.weapon = new Dagger()).identify();
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Boomerang boomerang = new Boomerang();
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boomerang.identify().collect();
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@@ -47,11 +47,11 @@ public enum HeroSubClass {
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"if he is invisible, this speed boost is much stronger." ),
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SNIPER( "sniper",
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"_Snipers_ are able to detect weak points in an enemy's armor, " +
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"The _Sniper_ is able to detect weak points in an enemy's armor, " +
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"effectively ignoring it when using a missile weapon." ),
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WARDEN( "warden",
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"Having a strong connection with forces of nature gives _Wardens_ an ability to gather dewdrops and " +
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"seeds from plants. Also trampling a high grass grants them a temporary armor buff." );
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"Having a strong connection with forces of nature allows the _Warden_ to gain additional health from dew, " +
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"armor from trampling grass, and seeds and dew from plants." );
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private String title;
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private String desc;
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@@ -20,6 +20,7 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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@@ -49,8 +50,8 @@ public class Dewdrop extends Item {
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if (hero.HP < hero.HT || vial == null || vial.isFull()) {
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int value = 1 + (Dungeon.depth - 1) / 5;
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if (hero.heroClass == HeroClass.HUNTRESS) {
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value++;
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if (hero.subClass == HeroSubClass.WARDEN) {
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value+=2;
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}
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int effect = Math.min( hero.HT - hero.HP, value * quantity );
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