v0.2.4: buffed the huntress, improved some logic for thrown weapons
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+9
-3
@@ -23,6 +23,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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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.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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@@ -69,11 +70,15 @@ public class MissileWeapon extends Weapon {
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miss( cell );
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} else if (!(this instanceof Boomerang)){
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int bonus = 0;
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class))
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bonus += ((RingOfSharpshooting.Aim)buff).level;
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}
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if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
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bonus += 4;
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if (Random.Float() > Math.pow(0.7, bonus))
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Dungeon.level.drop( this, cell ).sprite.drop();
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Buff.affect(enemy, PinCushion.class).stick(this);
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}
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}
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}
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@@ -84,6 +89,7 @@ public class MissileWeapon extends Weapon {
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bonus += ((RingOfSharpshooting.Aim)buff).level;
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}
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//degraded ring of sharpshooting will even make missed shots break.
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if (Random.Float() < Math.pow(0.6, -bonus))
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super.onThrow( cell );
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}
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