v0.4.0: balance changes re: equipment and prison

This commit is contained in:
Evan Debenham 2016-06-09 07:09:03 -04:00 committed by Evan Debenham
parent 6a3de8c7ab
commit 13bb64468e
4 changed files with 25 additions and 22 deletions

View File

@ -45,7 +45,7 @@ public class Guard extends Mob {
{ {
spriteClass = GuardSprite.class; spriteClass = GuardSprite.class;
HP = HT = 30; HP = HT = 40;
defenseSkill = 10; defenseSkill = 10;
EXP = 6; EXP = 6;
@ -131,7 +131,7 @@ public class Guard extends Mob {
@Override @Override
public int dr() { public int dr() {
return 7; return 9;
} }
@Override @Override

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@ -76,7 +76,7 @@ public class Tengu extends Mob {
@Override @Override
public int damageRoll() { public int damageRoll() {
return Random.NormalIntRange( 6, 15 ); return Random.NormalIntRange( 8, 15 );
} }
@Override @Override

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@ -24,6 +24,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type; import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room; import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
@ -69,12 +70,16 @@ public class CryptPainter extends Painter {
private static Item prize( Level level ) { private static Item prize( Level level ) {
Item prize = Generator.random( Generator.Category.ARMOR ); //1 floor set higher than normal
Armor prize = Generator.randomArmor( (Dungeon.depth / 5) + 1);
for (int i=0; i < 3; i++) { //if it isn't already cursed, give it a free upgrade
Item another = Generator.random( Generator.Category.ARMOR ); if (!prize.cursed){
if (another.level() > prize.level()) { prize.upgrade();
prize = another; //curse the armor, unless it has a glyph
if (prize.glyph != null){
prize.cursed = prize.cursedKnown = true;
prize.inscribe(Armor.Glyph.randomCurse());
} }
} }

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@ -20,6 +20,7 @@
*/ */
package com.shatteredpixel.shatteredpixeldungeon.levels.painters; package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
@ -86,25 +87,22 @@ public class PoolPainter extends Painter {
Item prize; Item prize;
if (Random.Int(3) != 0){ if (Random.Int(3) == 0){
prize = level.findPrizeItem(); prize = level.findPrizeItem();
if (prize != null) if (prize != null)
return prize; return prize;
} }
prize = Generator.random( Random.oneOf( //1 floor set higher in probability
Generator.Category.WEAPON, if (Random.Int(2) == 0){
Generator.Category.ARMOR prize = Generator.randomWeapon((Dungeon.depth / 5)+1);
) ); } else {
prize = Generator.randomArmor((Dungeon.depth / 5)+1);
}
for (int i=0; i < 4; i++) { //if not cursed, 50% chance for an extra update.
Item another = Generator.random( Random.oneOf( if (!prize.cursed && Random.Int(0) == 1){
Generator.Category.WEAPON, prize.upgrade();
Generator.Category.ARMOR
) );
if (another.level() > prize.level()) {
prize = another;
}
} }
return prize; return prize;