update beta21-p2.8

This commit is contained in:
LingASDJ 2022-11-14 20:27:29 +08:00
parent 18c419c8bc
commit 276add5f6f
21 changed files with 67 additions and 46 deletions

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@ -34,7 +34,6 @@ import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.badlogic.gdx.backends.android.AndroidAudio;
import com.badlogic.gdx.backends.android.AsynchronousAndroidAudio;
import com.google.firebase.analytics.FirebaseAnalytics;
import com.google.firebase.crashlytics.FirebaseCrashlytics;
import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.services.news.News;
@ -89,11 +88,11 @@ public class AndroidGame extends AndroidApplication {
//UCEHandler.Builder builder = new UCEHandler.Builder(this);
//builder.build();
mFirebaseAnalytics = FirebaseAnalytics.getInstance(this);
FirebaseCrashlytics.getInstance().setUserId(SPDSettings.customSeed());
FirebaseCrashlytics.getInstance().setCrashlyticsCollectionEnabled(true);
// mFirebaseAnalytics = FirebaseAnalytics.getInstance(this);
//
// FirebaseCrashlytics.getInstance().setUserId(SPDSettings.customSeed());
//
// FirebaseCrashlytics.getInstance().setCrashlyticsCollectionEnabled(true);
} else {
instance = this;

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@ -17,7 +17,7 @@ allprojects {
appPackageName = 'com.ansdomagiclingpixeldungeon.ling'
appVersionCode =700720
appVersionName = '0.6.0.0-Beta21-p1.3'
appVersionName = '0.6.0.0-Beta21-p2.8'
appJavaCompatibility = JavaVersion.VERSION_1_8

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@ -1853,8 +1853,8 @@ items.weapon.melee.roundshield.stats_desc=这件武器能格挡0~%d点伤害。
items.weapon.melee.roundshield.desc=这个大盾可以有效格挡攻击,在危机时刻也可以作为不错的武器使用。
items.weapon.melee.sai.name=吸血鬼刀
items.weapon.melee.sai.stats_desc=这是一套非常快的武器,且能在攻击过程中得到一定的治疗值。不幸的是,这个武器的精准十分的差。
items.weapon.melee.sai.desc=泛红的身躯表示着他并不是平凡之辈能使用的武器,在快速斩击方面十分出色,在精准方面略微逊色。
items.weapon.melee.sai.stats_desc=这是一套非常快的武器,且能在攻击过程中得到一定的治疗值,甚至能超过英雄本身的血量。不幸的是,这个武器的精准十分的差。
items.weapon.melee.sai.desc=泛红的剑身表示着它并不是普通人能使用的武器,这件武器在快速斩击方面十分出色,在精准方面略微逊色。
items.weapon.melee.scimitar.name=弯刀
items.weapon.melee.scimitar.stats_desc=这是一把比较快的武器。

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@ -120,6 +120,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.IceFishSword;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.LockSword;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.RedBloodMoon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Sai;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.SkyShield;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WarHammer;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WornShortsword;
@ -182,6 +183,7 @@ public enum HeroClass {
// Buff.affect(hero, ChampionHero.Giant.class, ChampionHero.DURATION);
// Buff.affect(hero, ChampionHero.Growing.class, ChampionHero.DURATION);
new Gauntlet().quantity(1).identify().collect();
new Sai().quantity(1).identify().collect();
new GoldIron().quantity(1).identify().collect();
new ScrollOfIdentify().quantity(45).identify().collect();
new ScrollOfTransmutation().quantity(45).identify().collect();

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@ -123,12 +123,12 @@ public class ScrollOfFlameCursed extends Scroll {
@Override
public boolean isIdentified() {
return isKnown();
return true;
}
@Override
public int value() {
return isKnown() ? 40 * quantity : super.value();
}
// @Override
// public int value() {
// return isKnown() ? 40 * quantity : super.value();
// }
}

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@ -59,7 +59,7 @@ public class Gauntlet extends MeleeWeapon {
switch (Random.Int(2)) {
case 0:
default:
return max(buffedLvl());
return super.proc(attacker, defender, damage);
case 1:
Buff.affect(defender, Burning.class).reignite(defender);
Buff.affect(attacker, Cripple.class, Degrade.ADURATION);

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@ -57,14 +57,15 @@ public class Sai extends MeleeWeapon {
switch (Random.Int(7)) {
case 0:case 1:case 2:case 3:case 4:
default:
return Random.NormalIntRange( 5, 12 );
return super.proc(attacker, defender, damage);
case 5:case 6:case 7:
//角色最大血量*0.01+武器等级*0.5+0.8
//角色最大血量*0.1+武器等级*0.5+1.5
//50x0.1+7x0.5+1=10+3.5+1=15
if(hero.HP >= hero.HT){
GLog.p("血量已满!无法回血");
} else {
R = (int) (hero.HT * 0.01 + (buffedLvl() * 0.5) + 0.8);
hero.HP += (int) hero.HT * 0.01 + (buffedLvl()) + 0.8;
R = (int) (hero.HT * 0.1 + (buffedLvl() * 0.5) + 1.5);
hero.HP += hero.HT * 0.1 + (buffedLvl()) + 1.5;
hero.sprite.showStatus(CharSprite.POSITIVE, ("+" + R + "HP"));
GLog.p("迅猛一击,回血成功!");
}
@ -76,7 +77,7 @@ public class Sai extends MeleeWeapon {
@Override
public int max(int lvl) {
return Math.round(2.5f*(tier+1)) + //10 base, down from 20
lvl*Math.round(0.5f*(tier+1)); //+2 per level, down from +4
lvl*Math.round(1.5f*(tier+1)); //+2 per level, down from +4
}
}

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@ -277,11 +277,11 @@ public class ShopBossLevel extends Level {
}
public String tilesTex() {
return Assets.Environment.TILES_COLD;
return Assets.Environment.TILES_DIED;
}
public String waterTex() {
return Assets.Environment.WATER_COLD;
return Assets.Environment.WATER_CAVES;
}
}

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@ -170,7 +170,7 @@ public class InterlevelScene extends PixelScene {
break;
}
if (loadingDepth == 1) loadingAsset = Assets.Interfaces.LOADING_COLD;
else if (loadingDepth <= 5) loadingAsset = Assets.Interfaces.LOADING_COLD;
else if (loadingDepth <= 5) loadingAsset = Assets.Interfaces.LOADING_SEWERS;
else if (loadingDepth <= 10) loadingAsset = Assets.Interfaces.LOADING_PRISON;
else if (loadingDepth <= 15) loadingAsset = Assets.Interfaces.LOADING_COLD;
else if (loadingDepth <= 20) loadingAsset = Assets.Interfaces.LOADING_CITY;

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@ -69,10 +69,6 @@ public class QuickSlotButton extends Button {
reset();
}
public void slotMargins( int left, int top, int right, int bottom){
slot.setMargins(left, top, right, bottom);
}
public static void reset() {
instance = new QuickSlotButton[Constants.MAX_QUICKSLOTS];

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@ -33,6 +33,7 @@ import java.util.ArrayList;
public class vM0_6_7_X_Changes {
public static void addAllChanges(ArrayList<ChangeInfo> changeInfos) {
add_v0_6_15_Changes(changeInfos);
add_v0_6_14_Changes(changeInfos);
add_v0_6_13_Changes(changeInfos);
add_v0_6_12_Changes(changeInfos);
@ -50,6 +51,30 @@ public class vM0_6_7_X_Changes {
add_v0_6_0_Changes(changeInfos);
}
public static void add_v0_6_15_Changes( ArrayList<ChangeInfo> changeInfos ) {
ChangeInfo changes = new ChangeInfo("v0.6.0.0-Beta21-p2.8", true, "");
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes = new ChangeInfo("调整", false, null);
changes.hardlight(Window.GREEN_COLOR);
changeInfos.add(changes);
changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.DG24), ("极度秘卷"),
("修复了未被鉴定的问题" )));
changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.SAI), ("吸血鬼刀"),
("调整了吸血鬼刀的成长数值" )));
changes = new ChangeInfo("改动", false, null);
changes.hardlight(Window.CYELLOW);
changeInfos.add(changes);
changes.addButton(new ChangeButton(Icons.get(Icons.INFO), ("杂项改动"),
("1.部分素材和UI进行了调整优化……\n2.删除了用户ID系统")));
}
public static void add_v0_6_14_Changes( ArrayList<ChangeInfo> changeInfos ) {
ChangeInfo changes = new ChangeInfo("v0.6.0.0-Beta21-p2.7", true, "");
changes.hardlight(Window.TITLE_COLOR);

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@ -61,7 +61,7 @@ public class WndInfoMob extends WndTitledMessage {
add( name );
info =
PixelScene.renderTextBlock( Messages.get( WndInfoMob.class,"dsinfo" )+mob.defenseSkill+"|"+Messages.get( WndInfoMob.class,"maxinfo" )+mob.maxLvl+"|"+Messages.get( WndInfoMob.class,"getexp" )+mob.damageRoll(), 5 );
PixelScene.renderTextBlock( Messages.get( WndInfoMob.class,"dsinfo" )+mob.defenseSkill+"|"+Messages.get( WndInfoMob.class,"maxinfo" )+mob.maxLvl+"|"+Messages.get( WndInfoMob.class,"getexp" )+mob.damageRoll(), 5 );
info.hardlight( 0xffff00);
add( info );

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@ -687,7 +687,7 @@ public class WndSettings extends WndTabbed {
ColorBlock sep1;
CheckBox LockFing;
RedButton ResetButton;
// RedButton ResetButton;
@Override
protected void createChildren() {
@ -708,15 +708,15 @@ public class WndSettings extends WndTabbed {
LockFing.checked(SPDSettings.HelpSettings());
add(LockFing);
ResetButton = new RedButton(Messages.get(this, "reset")) {
@Override
protected void onClick() {
WndStartGame.showKeyInput();
}
};
if(isAndroid()) {
add(ResetButton);
}
// ResetButton = new RedButton(Messages.get(this, "reset")) {
// @Override
// protected void onClick() {
// WndStartGame.showKeyInput();
// }
// };
// if(isAndroid()) {
// add(ResetButton);
// }
}
@ -733,10 +733,10 @@ public class WndSettings extends WndTabbed {
if (width > 200){
LockFing.setRect(0, bottom, width, SLIDER_HEIGHT);
ResetButton.setRect(0, LockFing.bottom() + GAP, width, SLIDER_HEIGHT);
} else {
LockFing.setRect(0, bottom + GAP, width, SLIDER_HEIGHT);
ResetButton.setRect(0, LockFing.bottom() + GAP, width, SLIDER_HEIGHT);
}
height = LockFing.bottom();

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@ -21,10 +21,7 @@
package com.shatteredpixel.shatteredpixeldungeon.windows;
import static com.shatteredpixel.shatteredpixeldungeon.SPDSettings.KEY_CUSTOM_LING;
import static com.shatteredpixel.shatteredpixeldungeon.SPDSettings.KEY_CUSTOM_SEED;
import static com.shatteredpixel.shatteredpixeldungeon.ui.Icons.RENAME_OFF;
import static com.watabou.utils.DeviceCompat.isAndroid;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Badges;
@ -274,9 +271,10 @@ public class WndStartGame extends Window {
InterlevelScene.mode = InterlevelScene.Mode.DESCEND;
//匹配两个值以及为安卓才显示
if(SPDSettings.customSeed().equals(KEY_CUSTOM_LING) && SPDSettings.customSeed().equals(KEY_CUSTOM_SEED) && isAndroid()){
WndStartGame.showKeyInput();
} else if (SPDSettings.intro()) {
// if(SPDSettings.customSeed().equals(KEY_CUSTOM_LING) && SPDSettings.customSeed().equals(KEY_CUSTOM_SEED) && isAndroid()){
// WndStartGame.showKeyInput();
// } else
if (SPDSettings.intro()) {
SPDSettings.intro( false );
Game.switchScene( IntroScene.class );
} else {