/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing; public class Luck extends Weapon.Enchantment { private static ItemSprite.Glowing GREEN = new ItemSprite.Glowing( 0x00FF00 ); @Override public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) { int level = Math.max( 0, weapon.level() ); int dmg = damage; for (int i=1; i <= level+1; i++) { dmg = Math.max( dmg, attacker.damageRoll() - i ); } if (dmg > damage) { defender.damage( dmg - damage, this ); return true; } else { return false; } } @Override public Glowing glowing() { return GREEN; } }