v0.9.2: implemented the assassin's reach talent

This commit is contained in:
Evan Debenham 2021-02-10 18:46:05 -05:00
parent 6d43685935
commit 25c61c4939
3 changed files with 29 additions and 15 deletions

View File

@ -396,6 +396,8 @@ actors.hero.talent.light_cloak.title=light cloak
actors.hero.talent.light_cloak.desc=_+1:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _10% speed_.\n\n_+2:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _20% speed_.\n\n_+3:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _30% speed_.
actors.hero.talent.enhanced_lethality.title=enhanced lethality
actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies below _4/12/25/60% health_ per level of preparation, up from 3/10/20/40%.\n\n_+2:_ The Assassin can assassinate enemies below _5/14/30/80% health_ per level of preparation, up from 3/10/20/40%.\n\n_+3:_ The Assassin can assassinate enemies below _6/16/35/100% health_ per level of preparation, up from 3/10/20/40%.
actors.hero.talent.assassins_reach.title=assassin's reach
actors.hero.talent.assassins_reach.desc=_+1:_ The Assassin's blink range per level of preparation is increased to _2/3/4/6 tiles_, from 1/2/3/4.\n\n_+2:_ The Assassin's blink range per level of preparation is increased to _3/5/6/8 tiles_, from 1/2/3/4.\n\n_+3:_ The Assassin's blink range per level of preparation is increased to _4/6/8/10 tiles_, from 1/2/3/4.
actors.hero.talent.bounty_hunter.title=bounty hunter
actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they drop _10 extra gold_.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they drop _20 extra gold_.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they drop _30 extra gold_.
actors.hero.talent.evasive_armor.title=evasive armor

View File

@ -55,19 +55,19 @@ public class Preparation extends Buff implements ActionIndicator.Action {
}
public enum AttackLevel{
LVL_1( 1, 0.15f, 1, 1),
LVL_2( 3, 0.30f, 1, 3),
LVL_3( 5, 0.45f, 2, 5),
LVL_4( 9, 0.60f, 3, 7);
LVL_1( 1, 0.15f, 1),
LVL_2( 3, 0.30f, 1),
LVL_3( 5, 0.45f, 2),
LVL_4( 9, 0.60f, 3);
final int turnsReq;
final float baseDmgBonus;
final int damageRolls, blinkDistance;
final int damageRolls;
AttackLevel( int turns, float base, int rolls, int dist){
AttackLevel( int turns, float base, int rolls){
turnsReq = turns;
baseDmgBonus = base;
damageRolls = rolls; blinkDistance = dist;
damageRolls = rolls;
}
//1st index is prep level, 2nd is talent level
@ -81,6 +81,18 @@ public class Preparation extends Buff implements ActionIndicator.Action {
public float KOThreshold(){
return KOThresholds[ordinal()][Dungeon.hero.pointsInTalent(Talent.ENHANCED_LETHALITY)];
}
//1st index is prep level, 2nd is talent level
private static final int[][] blinkRanges = new int[][]{
{1, 2, 3, 4},
{2, 3, 5, 6},
{3, 4, 6, 8},
{4, 6, 8, 10}
};
public int blinkDistance(){
return blinkRanges[ordinal()][Dungeon.hero.pointsInTalent(Talent.ASSASSINS_REACH)];
}
public boolean canKO(Char defender){
if (defender.properties().contains(Char.Property.MINIBOSS)
@ -118,7 +130,7 @@ public class Preparation extends Buff implements ActionIndicator.Action {
public boolean act() {
if (target.invisible > 0){
turnsInvis++;
if (AttackLevel.getLvl(turnsInvis).blinkDistance > 0 && target == Dungeon.hero){
if (AttackLevel.getLvl(turnsInvis).blinkDistance() > 0 && target == Dungeon.hero){
ActionIndicator.setAction(this);
}
spend(TICK);
@ -199,8 +211,8 @@ public class Preparation extends Buff implements ActionIndicator.Action {
desc += " " + Messages.get(this, "desc_dmg_likely");
}
if (lvl.blinkDistance > 0){
desc += "\n\n" + Messages.get(this, "desc_blink", lvl.blinkDistance);
if (lvl.blinkDistance() > 0){
desc += "\n\n" + Messages.get(this, "desc_blink", lvl.blinkDistance());
}
desc += "\n\n" + Messages.get(this, "desc_invis_time", turnsInvis);
@ -219,7 +231,7 @@ public class Preparation extends Buff implements ActionIndicator.Action {
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
turnsInvis = bundle.getInt(TURNS);
if (AttackLevel.getLvl(turnsInvis).blinkDistance > 0){
if (AttackLevel.getLvl(turnsInvis).blinkDistance() > 0){
ActionIndicator.setAction(this);
}
}
@ -277,7 +289,7 @@ public class Preparation extends Buff implements ActionIndicator.Action {
int attackPos = path == null ? -1 : path.get(path.size()-2);
if (attackPos == -1 || Dungeon.hero.rooted ||
Dungeon.level.distance(attackPos, Dungeon.hero.pos) > lvl.blinkDistance){
Dungeon.level.distance(attackPos, Dungeon.hero.pos) > lvl.blinkDistance()){
GLog.w(Messages.get(Preparation.class, "out_of_reach"));
return;
}
@ -300,7 +312,7 @@ public class Preparation extends Buff implements ActionIndicator.Action {
@Override
public String prompt() {
return Messages.get(Preparation.class, "prompt", AttackLevel.getLvl(turnsInvis).blinkDistance);
return Messages.get(Preparation.class, "prompt", AttackLevel.getLvl(turnsInvis).blinkDistance());
}
};
}

View File

@ -95,7 +95,7 @@ public enum Talent {
//Rogue T3
LIGHT_CLOAK(73, 3), ROGUE_T3_2(74, 3),
//Assassin T3
ENHANCED_LETHALITY(75, 3), ASSASSIN_T3_2(76, 3), BOUNTY_HUNTER(77, 3),
ENHANCED_LETHALITY(75, 3), ASSASSINS_REACH(76, 3), BOUNTY_HUNTER(77, 3),
//Freerunner T3
EVASIVE_ARMOR(78, 3), PROJECTILE_MOMENTUM(79, 3), FREERUNNER_T3_3(80, 3),
@ -470,7 +470,7 @@ public enum Talent {
Collections.addAll(tierTalents, SOUL_SIPHON, SOUL_EATER, NECROMANCERS_MINIONS);
break;
case ASSASSIN:
Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSIN_T3_2, BOUNTY_HUNTER);
Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSINS_REACH, BOUNTY_HUNTER);
break;
case FREERUNNER:
Collections.addAll(tierTalents, EVASIVE_ARMOR, PROJECTILE_MOMENTUM, FREERUNNER_T3_3);