v0.6.4: more gauntlet implementation

This commit is contained in:
Evan Debenham 2018-03-23 15:14:49 -04:00
parent 907c2d0a7b
commit 0a388ef25c
5 changed files with 11 additions and 8 deletions

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@ -29,6 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon; import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.food.Food; import com.shatteredpixel.shatteredpixeldungeon.items.food.Food;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Gauntlet;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Knuckles; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Knuckles;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.MonkSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.MonkSprite;
@ -91,7 +92,10 @@ public class Monk extends Mob {
Hero hero = Dungeon.hero; Hero hero = Dungeon.hero;
KindOfWeapon weapon = hero.belongings.weapon; KindOfWeapon weapon = hero.belongings.weapon;
if (weapon != null && !(weapon instanceof Knuckles) && !weapon.cursed) { if (weapon != null
&& !(weapon instanceof Knuckles)
&& !(weapon instanceof Gauntlet)
&& !weapon.cursed) {
if (hitsToDisarm == 0) hitsToDisarm = Random.NormalIntRange(4, 8); if (hitsToDisarm == 0) hitsToDisarm = Random.NormalIntRange(4, 8);
if (--hitsToDisarm == 0) { if (--hitsToDisarm == 0) {

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@ -103,7 +103,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Crossbow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dagger; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dagger;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dirk; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dirk;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Flail; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Flail;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Gauntlets; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Gauntlet;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Glaive; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Glaive;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greataxe; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greataxe;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greatshield; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Greatshield;
@ -311,7 +311,7 @@ public class Generator {
Glaive.class, Glaive.class,
Greataxe.class, Greataxe.class,
Greatshield.class, Greatshield.class,
Gauntlets.class Gauntlet.class
}; };
WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 4 }; WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 4 };

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@ -24,8 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
//TODO rename public class Gauntlet extends MeleeWeapon {
public class Gauntlets extends MeleeWeapon {
{ {
image = ItemSpriteSheet.GAUNTLETS; image = ItemSpriteSheet.GAUNTLETS;

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@ -838,9 +838,9 @@ items.weapon.melee.flail.name=flail
items.weapon.melee.flail.stats_desc=This is a rather inaccurate weapon.\nThis weapon cannot surprise attack. items.weapon.melee.flail.stats_desc=This is a rather inaccurate weapon.\nThis weapon cannot surprise attack.
items.weapon.melee.flail.desc=A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit. items.weapon.melee.flail.desc=A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit.
items.weapon.melee.gauntlets.name=stone gauntlets items.weapon.melee.gauntlet.name=stone gauntlet
items.weapon.melee.gauntlets.stats_desc=This is a very fast weapon.\nThis weapon blocks some damage. items.weapon.melee.gauntlet.stats_desc=This is a very fast weapon.\nThis weapon blocks some damage.
items.weapon.melee.gauntlets.desc=These large gauntlets are made of crimson fabric with heavy magical stone layered ontop. They tighten around your arms and add tremendous force to your blows. items.weapon.melee.gauntlet.desc=This massive gauntlet is made of crimson fabric with heavy magical stone layered ontop. The fabric tightens around you, making the thick stone plates almost like a second skin. Swinging such a heavy weapon require strength, but adds tremendous force to your blows.
items.weapon.melee.glaive.name=glaive items.weapon.melee.glaive.name=glaive
items.weapon.melee.glaive.stats_desc=This is a rather slow weapon.\nThis weapon has extra reach. items.weapon.melee.glaive.stats_desc=This is a rather slow weapon.\nThis weapon has extra reach.