v2.0.0: added a duelist ability for the spear

This commit is contained in:
Evan Debenham
2022-11-22 17:35:42 -05:00
parent b40fa43c3d
commit d6c10725f0
3 changed files with 58 additions and 2 deletions
@@ -1604,6 +1604,8 @@ items.weapon.melee.scimitar.desc=A thick curved blade. Its shape allows for fast
items.weapon.melee.spear.name=spear items.weapon.melee.spear.name=spear
items.weapon.melee.spear.stats_desc=This is a rather slow weapon.\nThis weapon has extra reach. items.weapon.melee.spear.stats_desc=This is a rather slow weapon.\nThis weapon has extra reach.
items.weapon.melee.spear.ability_name=spike
items.weapon.melee.spear.ability_desc=The duelist can use the tip of a spear to _spike_ an enemy that is in range but not adjacent. This deals -25% damage, but knocks the enemy back and is guaranteed to hit.
items.weapon.melee.spear.desc=A slender wooden rod tipped with sharpened iron. items.weapon.melee.spear.desc=A slender wooden rod tipped with sharpened iron.
items.weapon.melee.sword.name=sword items.weapon.melee.sword.name=sword
@@ -117,7 +117,5 @@ public class Rapier extends MeleeWeapon {
}); });
} }
}); });
super.duelistAbility(hero, target);
} }
} }
@@ -22,7 +22,20 @@
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee; package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vertigo;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Callback;
public class Spear extends MeleeWeapon { public class Spear extends MeleeWeapon {
@@ -42,4 +55,47 @@ public class Spear extends MeleeWeapon {
lvl*Math.round(1.33f*(tier+1)); //+4 per level, up from +3 lvl*Math.round(1.33f*(tier+1)); //+4 per level, up from +3
} }
@Override
public String targetingPrompt() {
return Messages.get(this, "prompt");
}
@Override
protected void duelistAbility(Hero hero, Integer target) {
if (target == null) {
return;
}
Char enemy = Actor.findChar(target);
if (enemy == null || enemy == hero || hero.isCharmedBy(enemy) || !Dungeon.level.heroFOV[target]) {
GLog.w(Messages.get(this, "ability_no_target"));
return;
}
if (!hero.canAttack(enemy) || Dungeon.level.adjacent(hero.pos, enemy.pos)){
GLog.w(Messages.get(this, "ability_bad_position"));
return;
}
hero.sprite.attack(enemy.pos, new Callback() {
@Override
public void call() {
hero.attack(enemy, 0.75f, 0, Char.INFINITE_ACCURACY);
onAbilityUsed(hero);
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
if (enemy.isAlive()){
//trace a ballistica to our target (which will also extend past them
Ballistica trajectory = new Ballistica(hero.pos, enemy.pos, Ballistica.STOP_TARGET);
//trim it to just be the part that goes past them
trajectory = new Ballistica(trajectory.collisionPos, trajectory.path.get(trajectory.path.size() - 1), Ballistica.PROJECTILE);
//knock them back along that ballistica
WandOfBlastWave.throwChar(enemy, trajectory, 1, true, false, hero.getClass());
}
hero.spendAndNext(hero.attackDelay());
}
});
}
} }