/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * 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.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing; import com.watabou.utils.Random; public class Leech extends Weapon.Enchantment { private static final String TXT_VAMPIRIC = "Vampiric %s"; private static ItemSprite.Glowing RED = new ItemSprite.Glowing( 0x660022 ); @Override public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) { int level = Math.max( 0, weapon.level ); // lvl 0 - 33% // lvl 1 - 43% // lvl 2 - 50% int maxValue = damage * (level + 2) / (level + 6); int effValue = Math.min( Random.IntRange( 0, maxValue ), attacker.HT - attacker.HP ); if (effValue > 0) { attacker.HP += effValue; attacker.sprite.emitter().start( Speck.factory( Speck.HEALING ), 0.4f, 1 ); attacker.sprite.showStatus( CharSprite.POSITIVE, Integer.toString( effValue ) ); return true; } else { return false; } } @Override public Glowing glowing() { return RED; } @Override public String name( String weaponName ) { return String.format( TXT_VAMPIRIC, weaponName ); } }