v0.3.5: fixed various naming and string errors
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@ -86,11 +86,11 @@ public class Berserk extends Buff {
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public boolean berserking(){
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if (target.HP == 0 && state == State.NORMAL){
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WarriorShield sigil = target.buff(WarriorShield.class);
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if (sigil != null){
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WarriorShield shield = target.buff(WarriorShield.class);
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if (shield != null){
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state = State.BERSERK;
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BuffIndicator.refreshHero();
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target.SHLD = sigil.maxShield() * 5;
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target.SHLD = shield.maxShield() * 5;
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SpellSprite.show(target, SpellSprite.BERSERK);
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Sample.INSTANCE.play( Assets.SND_CHALLENGE );
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@ -24,7 +24,7 @@ public class BrokenSeal extends Item {
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public static final String AC_INFO = "INFO_WINDOW";
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{
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image = ItemSpriteSheet.SIGIL;
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image = ItemSpriteSheet.SEAL;
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cursedKnown = levelKnown = true;
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unique = true;
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@ -117,18 +117,18 @@ public class Armor extends EquipableItem {
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if (action.equals(AC_DETACH) && seal){
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seal = false;
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BrokenSeal.WarriorShield sigilBuff = hero.buff(BrokenSeal.WarriorShield.class);
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if (sigilBuff != null) sigilBuff.setArmor(null);
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BrokenSeal.WarriorShield sealBuff = hero.buff(BrokenSeal.WarriorShield.class);
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if (sealBuff != null) sealBuff.setArmor(null);
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BrokenSeal sigil = new BrokenSeal();
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BrokenSeal seal = new BrokenSeal();
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if (level() > 0){
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sigil.upgrade();
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seal.upgrade();
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degrade();
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}
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GLog.i( Messages.get(Armor.class, "detach_sigil") );
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GLog.i( Messages.get(Armor.class, "detach_seal") );
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hero.sprite.operate(hero.pos);
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if (!sigil.collect()){
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Dungeon.level.drop(sigil, hero.pos);
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if (!seal.collect()){
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Dungeon.level.drop(seal, hero.pos);
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}
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}
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}
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@ -190,8 +190,8 @@ public class Armor extends EquipableItem {
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hero.belongings.armor = null;
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((HeroSprite)hero.sprite).updateArmor();
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BrokenSeal.WarriorShield sigilBuff = hero.buff(BrokenSeal.WarriorShield.class);
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if (sigilBuff != null) sigilBuff.setArmor(null);
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BrokenSeal.WarriorShield sealBuff = hero.buff(BrokenSeal.WarriorShield.class);
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if (sealBuff != null) sealBuff.setArmor(null);
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return true;
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@ -76,7 +76,7 @@ actors.buffs.chill.desc=Not quite frozen, but still much too cold.\n\nChilled ta
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actors.buffs.combo.name=Combo
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actors.buffs.combo.combo=%d hit combo!
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actors.butts.combo.bad_target=You must target an enemy in attack range.
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actors.buffs.combo.bad_target=You must target an enemy in attack range.
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actors.buffs.combo.clobber_prompt=Select a target to Clobber\nStuns and knocks back
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actors.buffs.combo.clobber_desc=_Clobber_ is currently available. This attack _knocks an enemy back and stuns them,_ but deals reduced damage. It's excellent for buying a little time during a fight.
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actors.buffs.combo.cleave_prompt=Select a target to Cleave\nIf it kills, preserves combo
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@ -219,9 +219,9 @@ actors.hero.hero.pain_resist=The pain helps you resist the urge to sleep.
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actors.hero.hero.revive=The ankh explodes with life-giving energy!
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actors.hero.heroclass.warrior=warrior
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actors.hero.heroclass.warrior_perk1=The Warrior starts with a broken sigil which he can affix to armor.
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actors.hero.heroclass.warrior_perk2=The Warrior will slowly generate a shield while he is wearing armor with the sigil affixed.
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actors.hero.heroclass.warrior_perk3=The sigil can be moved between armor, carrying a single upgrade with it.
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actors.hero.heroclass.warrior_perk1=The Warrior starts with a broken seal which he can affix to armor.
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actors.hero.heroclass.warrior_perk2=The Warrior will slowly generate a shield while he is wearing armor with the seal affixed.
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actors.hero.heroclass.warrior_perk3=The seal can be moved between armor, carrying a single upgrade with it.
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actors.hero.heroclass.warrior_perk4=Any piece of food restores some health when eaten.
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actors.hero.heroclass.warrior_perk5=Potions of Healing are identified from the beginning.
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@ -30,7 +30,7 @@ items.armor.glyphs.viscosity$defereddamage.desc=While your armor's glyph has pro
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###armor
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items.armor.armor.ac_detach=DETACH
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items.armor.armor.detach_sigil=You detach the sigil from your armor.
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items.armor.armor.detach_seal=You detach the seal from your armor.
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items.armor.armor.equip_cursed=The armor constricts around you painfully.
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items.armor.armor.identify=you are now familiar enough with your %s to identify it. It is %s.
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items.armor.armor.incompatible=Interaction of different types of magic has erased the glyph on this armor!
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@ -809,9 +809,9 @@ items.brokenseal.name=Broken Seal
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items.brokenseal.ac_affix=AFFIX
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items.brokenseal.prompt=Select an armor
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items.brokenseal.unknown_armor=You must identify that armor first.
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items.brokenseal.degraded_armor=That armor is in too poor a condition.
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items.brokenseal.affix=You affix the sigil to your armor!
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items.brokenseal.desc=A wax seal, affixed to armor as a smybol of valor. All the markings on the seal have worn off with age and it is broken in half down the middle.\n\nA memento from his home, the seal helps the warrior persevere. While wearing the seal the warrior will slowly generate shielding ontop of his health based on the quality of his armor.\n\nThe seal can be _affixed to armor,_ and moved between armors. It can carry a single upgrade with it.
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items.brokenseal.degraded_armor=The condition of this armor is too poor.
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items.brokenseal.affix=You affix the seal to your armor!
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items.brokenseal.desc=A wax seal, affixed to armor as a symbol of valor. All the markings on the seal have worn off with age and it is broken in half down the middle.\n\nA memento from his home, the seal helps the warrior persevere. While wearing the seal the warrior will slowly generate shielding on top of his health based on the quality of his armor.\n\nThe seal can be _affixed to armor,_ and moved between armors. It can carry a single upgrade with it.
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items.dewdrop.name=dewdrop
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items.dewdrop.value=%+dHP
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@ -70,7 +70,7 @@ public class ItemSpriteSheet {
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public static final int BOMB = ROW2+5;
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public static final int HONEYPOT = ROW2+6;
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public static final int SHATTPOT = ROW2+7;
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public static final int SIGIL = ROW2+8;
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public static final int SEAL = ROW2+8;
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// Keys
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public static final int IRON_KEY = ROW2+9;
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public static final int GOLDEN_KEY = ROW2+10;
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