v0.6.5: added 4 new curses, and nerfed wayward curse
This commit is contained in:
parent
af7bf1e000
commit
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@ -34,10 +34,12 @@ import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
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import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.AntiEntropy;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Bulk;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Corrosion;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Displacement;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Metabolism;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Multiplicity;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Overgrowth;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Stench;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Affection;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
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@ -52,6 +54,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Stone;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Swiftness;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Thorns;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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@ -307,6 +310,12 @@ public class Armor extends EquipableItem {
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speed *= (1.5f + 0.1f * level());
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}
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if (hasGlyph(Bulk.class) &&
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(Dungeon.level.map[owner.pos] == Terrain.DOOR
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|| Dungeon.level.map[owner.pos] == Terrain.OPEN_DOOR )) {
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speed /= 3f;
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}
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return speed;
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}
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@ -523,7 +532,8 @@ public class Armor extends EquipableItem {
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2, 2, 2 };
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private static final Class<?>[] curses = new Class<?>[]{
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AntiEntropy.class, Corrosion.class, Displacement.class, Metabolism.class, Multiplicity.class, Stench.class
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AntiEntropy.class, Corrosion.class, Displacement.class, Metabolism.class,
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Multiplicity.class, Stench.class, Overgrowth.class, Bulk.class
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};
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public abstract int proc( Armor armor, Char attacker, Char defender, int damage );
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@ -0,0 +1,48 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2018 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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public class Bulk extends Armor.Glyph {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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public int proc(Armor armor, Char attacker, Char defender, int damage) {
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//no proc effect, see armor.speedfactor
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return damage;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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@Override
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public boolean curse() {
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return true;
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}
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}
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@ -0,0 +1,68 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2018 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.LeafParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.plants.BlandfruitBush;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Starflower;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.watabou.utils.Random;
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public class Overgrowth extends Armor.Glyph {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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public int proc(Armor armor, Char attacker, Char defender, int damage) {
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if ( Random.Int( 20 ) == 0) {
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Plant.Seed s;
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do{
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s = (Plant.Seed) Generator.random(Generator.Category.SEED);
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} while (s instanceof BlandfruitBush.Seed || s instanceof Starflower.Seed);
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Plant p = s.couch(defender.pos, null);
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p.activate();
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CellEmitter.get( defender.pos ).burst( LeafParticle.LEVEL_SPECIFIC, 10 );
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}
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return damage;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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@Override
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public boolean curse() {
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return true;
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}
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}
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@ -30,8 +30,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Annoying;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Displacing;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Elastic;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Exhausting;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Fragile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Friendly;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Sacrificial;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Wayward;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
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@ -145,7 +147,7 @@ abstract public class Weapon extends KindOfWeapon {
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}
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if (hasEnchant(Wayward.class))
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encumbrance = Math.max(3, encumbrance+3);
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encumbrance = Math.max(2, encumbrance+2);
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float ACC = this.ACC;
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@ -272,7 +274,8 @@ abstract public class Weapon extends KindOfWeapon {
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2, 2, 2 };
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private static final Class<?>[] curses = new Class<?>[]{
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Annoying.class, Displacing.class, Exhausting.class, Fragile.class, Sacrificial.class, Wayward.class
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Annoying.class, Displacing.class, Exhausting.class, Fragile.class,
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Sacrificial.class, Wayward.class, Elastic.class, Friendly.class
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};
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public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
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@ -0,0 +1,54 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2018 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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public class Elastic extends Weapon.Enchantment {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
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int oppositeDefender = defender.pos + (defender.pos - attacker.pos);
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Ballistica trajectory = new Ballistica(defender.pos, oppositeDefender, Ballistica.MAGIC_BOLT);
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WandOfBlastWave.throwChar(defender, trajectory, 2);
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return 0;
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}
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@Override
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public boolean curse() {
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return true;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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}
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@ -0,0 +1,62 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2018 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.watabou.utils.Random;
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public class Friendly extends Weapon.Enchantment {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
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if (Random.Int(10) == 0){
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Buff.affect( attacker, Charm.class, Random.IntRange(9, 15) ).object = defender.id();
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attacker.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 5 );
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Buff.affect( defender, Charm.class, Random.IntRange(3, 5) ).object = attacker.id();
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defender.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 5 );
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}
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return damage;
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}
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@Override
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public boolean curse() {
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return true;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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}
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@ -171,7 +171,7 @@ public abstract class Plant implements Bundlable {
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public Plant couch( int pos, Level level ) {
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try {
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if (level.heroFOV != null && level.heroFOV[pos]) {
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if (level != null && level.heroFOV != null && level.heroFOV[pos]) {
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Sample.INSTANCE.play(Assets.SND_PLANT);
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}
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Plant plant = plantClass.newInstance();
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@ -2,6 +2,9 @@
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items.armor.curses.antientropy.name=%s of anti-entropy
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items.armor.curses.antientropy.desc=Anti-entropy curse works against the forces of the universe, pulling energy away from the attacker and into the wearer. This briefly freezes the attacker, but sets the wearer on fire!
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items.armor.curses.bulk.name=%s of bulk
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items.armor.curses.bulk.desc=Armor of bulk looks larger and more imposing, but doesn't actually have enhanced defence. Even worse, the added size makes moving through doorways very difficult.
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items.armor.curses.corrosion.name=%s of corrosion
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items.armor.curses.corrosion.desc=Armor of corrosion is capable of bursting with corrosive fluid, coating everything in the area with sticky acidic ooze.
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@ -14,6 +17,9 @@ items.armor.curses.metabolism.desc=The metabolism curse directly converts satiet
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items.armor.curses.multiplicity.name=%s of multiplicity
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items.armor.curses.multiplicity.desc=Armor cursed with multiplicity contains dangerous duplication magic. It will sometimes create a mirror image of the wearer, but is equally likely to duplicate the attacker!
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items.armor.curses.overgrowth.name=%s of overgrowth
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items.armor.curses.overgrowth.desc=Armor of overgrowth is covered in various blooming plants. While this effect certainly looks interesting, it does nothing for defence, and these plants will randomly activate in combat!
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items.armor.curses.stench.name=%s of stench
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items.armor.curses.stench.desc=Armor cursed with stench will release clouds of noxious gas, which is hazardous to everything caught in the cloud.
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@ -772,12 +778,18 @@ items.weapon.curses.annoying.desc=Annoying weapons are capable of speech, but th
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items.weapon.curses.displacing.name=displacing %s
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items.weapon.curses.displacing.desc=Displacing weapons are infused with chaotic teleportation magic, possessing the ability to warp enemies around the floor randomly.
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items.weapon.curses.elastic.name=elastic %s
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items.weapon.curses.elastic.desc=Elastic weapons aren't able to deal any damage, but can send enemies flying back short distances.
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items.weapon.curses.exhausting.name=exhausting %s
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items.weapon.curses.exhausting.desc=Exhausting weapons take great effort to use, and will periodically weaken the wearer as a result.
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items.weapon.curses.fragile.name=fragile %s
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items.weapon.curses.fragile.desc=Fragile weapons start out just as strong as their normal counterparts, but rapidly decrease in effectiveness as they are used.
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items.weapon.curses.friendly.name=friendly %s
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items.weapon.curses.friendly.desc=Friendly weapons are best suited for pacifists, occasionally triggering magic that makes it impossible to fight.
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items.weapon.curses.sacrificial.name=sacrificial %s
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items.weapon.curses.sacrificial.desc=Sacrificial weapons will demand blood from the wearer in return for attacking foes. The more healthy the wearer is, the more blood the curse will take.
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