v3.2.1: battlemage staff changes:
- fireblast on-hit damage scaling up - blast wave on-hit damage up - blast wave knockback at sides increased very slightly
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@@ -116,9 +116,7 @@ public class AntiMagic extends Armor.Glyph {
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RESISTS.add( ElementalStrike.class );
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RESISTS.add( Blazing.class );
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RESISTS.add( WandOfFireblast.FireBlastOnHit.class );
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RESISTS.add( Shocking.class );
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RESISTS.add( WandOfLightning.LightningOnHit.class );
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RESISTS.add( Grim.class );
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RESISTS.add( WarpBeacon.class );
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@@ -91,7 +91,7 @@ public class WandOfBlastWave extends DamageWand {
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if ((ch.isAlive() || ch.flying || !Dungeon.level.pit[ch.pos])
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&& ch.pos == bolt.collisionPos + i) {
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Ballistica trajectory = new Ballistica(ch.pos, ch.pos + i, Ballistica.MAGIC_BOLT);
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int strength = 1 + Math.round(buffedLvl() / 2f);
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int strength = Math.round(1.5f + buffedLvl() / 2f);
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throwChar(ch, trajectory, strength, false, true, this);
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}
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@@ -197,7 +197,7 @@ public class WandOfBlastWave extends DamageWand {
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if (defender.buff(Paralysis.class) != null && defender.buff(BWaveOnHitTracker.class) == null){
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defender.buff(Paralysis.class).detach();
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int dmg = Random.NormalIntRange(6+buffedLvl(), 12+2*buffedLvl());
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int dmg = Random.NormalIntRange(8+2*buffedLvl(), 12+3*buffedLvl());
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defender.damage(Math.round(procChanceMultiplier(attacker) * dmg), this);
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BlastWave.blast(defender.pos);
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Sample.INSTANCE.play( Assets.Sounds.BLAST );
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@@ -36,7 +36,6 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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@@ -199,8 +198,8 @@ public class WandOfFireblast extends DamageWand {
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ch.buff(Burning.class).detach();
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}
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if (ch.alignment == Char.Alignment.ENEMY) {
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//A 2-charge zap's base dmg with a 1-charge zap's scaling
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ch.damage(Math.round(powerMulti*Random.NormalIntRange(2 + buffedLvl(), 8 + 2*buffedLvl())), this);
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//damage of a 2-charge zap
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ch.damage(Math.round(powerMulti*Random.NormalIntRange(2 + 2*buffedLvl(), 8 + 4*buffedLvl())), this);
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}
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}
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}
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@@ -211,13 +210,6 @@ public class WandOfFireblast extends DamageWand {
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}
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}
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public static class FireBlastOnHit extends Blazing {
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@Override
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protected float procChanceMultiplier(Char attacker) {
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return Wand.procChanceMultiplier(attacker);
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}
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}
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@Override
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public void fx(Ballistica bolt, Callback callback) {
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//need to perform flame spread logic here so we can determine what cells to put flames in.
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@@ -32,7 +32,6 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.DwarfKing;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Shocking;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@@ -40,10 +39,10 @@ import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.watabou.noosa.Image;
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import com.watabou.utils.BArray;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.BArray;
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import com.watabou.utils.Callback;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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@@ -141,13 +140,6 @@ public class WandOfLightning extends DamageWand {
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}
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}
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public static class LightningOnHit extends Shocking {
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@Override
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protected float procChanceMultiplier(Char attacker) {
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return Wand.procChanceMultiplier(attacker);
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}
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}
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private void arc( Char ch ) {
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int dist = Dungeon.level.water[ch.pos] ? 2 : 1;
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