v0.9.0: talent balance and bugfixes:

- removed health requirement for most food talents
- adjusted wording for energizing upgrade
- fixed bugs with ring IDing talent
- buffed followup strike and added a hit sound to it
This commit is contained in:
Evan Debenham
2020-09-30 18:23:56 -04:00
parent 27ad9f4aa3
commit f2e56172d8
3 changed files with 24 additions and 19 deletions

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@@ -319,15 +319,15 @@ actors.hero.talent.test_subject.desc=_+1:_ Whenever he identifies a potion by us
actors.hero.talent.iron_will.title=iron will
actors.hero.talent.iron_will.desc=_+1:_ The max shield provided by the Warrior's seal is _increased by 1_.\n\n_+2:_ The max shield provided by the Warrior's seal is _increased by 2_.
actors.hero.talent.energizing_meal.title=energizing meal
actors.hero.talent.energizing_meal.desc=_+1:_ Eating at below 50% health grants the Mage _4 turns of wand recharging_.\n\n_+2:_ Eating at below 50% health grants the Mage _6 turns of wand recharging_.
actors.hero.talent.energizing_meal.desc=_+1:_ Eating food grants the Mage _4 turns of wand recharging_.\n\n_+2:_ Eating food grants the Mage _6 turns of wand recharging_.
actors.hero.talent.scholars_intuition.title=scholar's intuition
actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _2x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
actors.hero.talent.tested_hypothesis.title=tested hypothesis
actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _8 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _12 shielding_.
actors.hero.talent.energizing_upgrade.title=energizing upgrade
actors.hero.talent.energizing_upgrade.desc=_+1:_ The Mage's staff gains _1 extra charge_ whenever the Mage upgrades it.\n\n_+2:_ The Mage's staff gains _2 extra charges_ whenever the Mage upgrades it.
actors.hero.talent.energizing_upgrade.desc=_+1:_ The Mage's staff recharges for _1 extra charge_ whenever the Mage upgrades it.\n\n_+2:_ The Mage's staff recharges for _2 extra charges_ whenever the Mage upgrades it.
actors.hero.talent.rationed_meal.title=rationed meal
actors.hero.talent.rationed_meal.desc=_+1:_ Eating at below 50% health gives the Rogue _20% more satiety_.\n\n_+2:_ Eating at below 50% health gives the Rogue _30% more satiety_.
actors.hero.talent.rationed_meal.desc=_+1:_ Eating food gives the Rogue _15% more satiety_.\n\n_+2:_ Eating at below 50% health gives the Rogue _25% more satiety_.
actors.hero.talent.thiefs_intuition.title=thief's intuition
actors.hero.talent.thiefs_intuition.desc=_+1:_ The Rogue identifies rings _2x faster_, and identifies the type of a ring _when he equips it_.\n\n_+2:_ The Rogue identifies rings _when he equips them_, and identifies the type of a ring _when he picks it up_.
actors.hero.talent.sucker_punch.title=sucker punch
@@ -335,11 +335,11 @@ actors.hero.talent.sucker_punch.desc=_+1:_ The Rogue deals _1 bonus damage_ the
actors.hero.talent.mending_shadows.title=mending shadows
actors.hero.talent.mending_shadows.desc=_+1:_ The Rogue heals for 1 HP every _5 consecutive turns_ that he is hidden by his cloak.\n\n_+2:_ The Rogue heals for 1 HP every _3 consecutive turns_ that he is hidden by his cloak.
actors.hero.talent.invigorating_meal.title=invigorating meal
actors.hero.talent.invigorating_meal.desc=_+1:_ Eating at below 50% health takes 1 turn and grants the Huntress _2 turns of haste_.\n\n_+2:_ Eating at below 50% health takes 1 turn and grants the Huntress _3 turns of haste_.
actors.hero.talent.invigorating_meal.desc=_+1:_ Eating food takes 1 turn and grants the Huntress _1 turn of haste_.\n\n_+2:_ Eating food takes 1 turn and grants the Huntress _2 turns of haste_.
actors.hero.talent.survivalists_intuition.title=survivalist's intuition
actors.hero.talent.survivalists_intuition.desc=_+1:_ The Huntress identifies all equipment _1.5x faster_.\n\n_+2:_ The Huntress identifies all equipment _2x faster_.
actors.hero.talent.followup_strike.title=followup strike
actors.hero.talent.followup_strike.desc=_+1:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _1 bonus damage_.\n\n_+2:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _1-2 bonus damage_
actors.hero.talent.followup_strike.desc=_+1:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _1-2 bonus damage_.\n\n_+2:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _2-3 bonus damage_
actors.hero.talent.natures_aid.title=nature's aid
actors.hero.talent.natures_aid.desc=_+1:_ The Huntress gains 2 armor of barkskin for _4 turns_ when a plant is trampled in her vision.\n\n_+2:_ The Huntress gains 2 armor of barkskin for _6 turns_ when a plant is trampled in her vision.

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@@ -21,6 +21,7 @@
package com.shatteredpixel.shatteredpixeldungeon.actors.hero;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
@@ -38,6 +39,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
@@ -111,27 +113,25 @@ public enum Talent {
public static void onFoodEaten( Hero hero, float foodVal ){
if (hero.hasTalent(HEARTY_MEAL) && hero.HP <= hero.HT/2){
//3/5 HP healed
//3/5 HP healed, when hero is below 50% health
hero.HP = Math.min( hero.HP + 1 + 2*hero.pointsInTalent(HEARTY_MEAL), hero.HT );
hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), hero.pointsInTalent(HEARTY_MEAL) );
}
if (hero.hasTalent(ENERGIZING_MEAL) && hero.HP <= hero.HT/2){
if (hero.hasTalent(ENERGIZING_MEAL)){
//4/6 turns of recharging
Buff.affect( hero, Recharging.class, 2*(1+hero.pointsInTalent(ENERGIZING_MEAL)) );
ScrollOfRecharging.charge( hero );
}
if (hero.hasTalent(RATIONED_MEAL) && hero.HP <= hero.HT/2){
//20%/30% bonus food value
float bonusSatiety = foodVal * 0.1f*(1+hero.pointsInTalent(RATIONED_MEAL));
if (hero.hasTalent(RATIONED_MEAL)){
//15%/25% bonus food value
float bonusSatiety = foodVal * (0.05f + (0.1f * hero.pointsInTalent(RATIONED_MEAL)));
Buff.affect(hero, Hunger.class).affectHunger(bonusSatiety, true);
//TODO vfx
}
if (hero.hasTalent(INVIGORATING_MEAL) && hero.HP <= hero.HT/2){
if (hero.hasTalent(INVIGORATING_MEAL)){
//eating food takes 1 turn, instead of 3
hero.spend(-2);
//effectively 2/3 turns of haste
Buff.affect( hero, Haste.class, 1.67f+hero.pointsInTalent(INVIGORATING_MEAL));
//TODO VFX
//effectively 1/2 turns of haste
Buff.affect( hero, Haste.class, 0.67f+hero.pointsInTalent(INVIGORATING_MEAL));
}
}
@@ -183,7 +183,13 @@ public enum Talent {
if (hero.belongings.weapon instanceof MissileWeapon) {
Buff.affect(enemy, FollowupStrikeTracker.class);
} else if (enemy.buff(FollowupStrikeTracker.class) != null){
dmg += Random.IntRange(1 , hero.pointsInTalent(Talent.FOLLOWUP_STRIKE));
dmg += Random.IntRange(1, 2);
if (hero.pointsInTalent(FOLLOWUP_STRIKE) == 2){
dmg += 1;
}
if (!(enemy instanceof Mob) || !((Mob) enemy).surprisedBy(hero)){
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG, 0.75f, 1.2f);
}
enemy.buff(FollowupStrikeTracker.class).detach();
}
}

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@@ -60,9 +60,6 @@ public abstract class EquipableItem extends Item {
//This is a special case as the item is being removed from inventory, but is staying with the hero.
int slot = Dungeon.quickslot.getSlot( this );
doEquip(hero);
if (isEquipped(hero)){
Talent.onItemEquipped(hero, this);
}
if (slot != -1) {
Dungeon.quickslot.setSlot( slot, this );
updateQuickslot();
@@ -122,6 +119,8 @@ public abstract class EquipableItem extends Item {
if (collect) Dungeon.level.drop( this, hero.pos );
}
Talent.onItemEquipped(hero, this);
return true;
}