v0.9.0: implemented an offensive talent for rogue and huntress

This commit is contained in:
Evan Debenham 2020-09-19 02:04:37 -04:00
parent dc10338fb4
commit 2a48f2e944
3 changed files with 37 additions and 10 deletions

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@ -316,16 +316,16 @@ actors.hero.talent.rationed_meal.title=rationed meal
actors.hero.talent.rationed_meal.desc=_+1:_ Eating at below 50% health gives the Rogue _20% more satiety_.\n\n_+2:_ Eating at below 50% health gives the Rogue _30% more satiety_.
actors.hero.talent.thiefs_intuition.title=thief's intuition
actors.hero.talent.thiefs_intuition.desc=_+1:_ The Rogue identifies rings _2x faster_, and identifies the type of a ring _when he equips it_.\n\n_+2:_ The Rogue identifies rings _when he equips them_, and identifies the type of a ring _when he picks it up_.
actors.hero.talent.test_rogue_3.title=test talent
actors.hero.talent.test_rogue_3.desc=TODO
actors.hero.talent.sucker_punch.title=sucker punch
actors.hero.talent.sucker_punch.desc=_+1:_ The Rogue deals _1 bonus damage_ the first time he surprise attacks an enemy.\n\n_+2:_ The Rogue deals _1-2 bonus damage_ the first time he surprise attacks an enemy.
actors.hero.talent.mending_shadows.title=mending shadows
actors.hero.talent.mending_shadows.desc=_+1:_ The Rogue heals for 1 HP every _3 consecutive turns_ that he is hidden by his cloak.\n\n_+2:_ The Rogue heals for 1 HP every _2 consecutive turns_ that he is hidden by his cloak.
actors.hero.talent.invigorating_meal.title=invigorating meal
actors.hero.talent.invigorating_meal.desc=_+1:_ Eating at below 50% health takes 1 turn and grants the Huntress _2 turns of haste_.\n\n_+2:_ Eating at below 50% health takes 1 turn and grants the Huntress _3 turns of haste_.
actors.hero.talent.survivalists_intuition.title=survivalist's intuition
actors.hero.talent.survivalists_intuition.desc=_+1:_ The Huntress identifies all equipment _1.5x faster_.\n\n_+2:_ The Huntress identifies all equipment _2x faster_.
actors.hero.talent.test_huntress_3.title=test talent
actors.hero.talent.test_huntress_3.desc=TODO
actors.hero.talent.followup_strike.title=followup strike
actors.hero.talent.followup_strike.desc=_+1:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _1 bonus damage_.\n\n_+2:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _1-2 bonus damage_
actors.hero.talent.natures_aid.title=nature's aid
actors.hero.talent.natures_aid.desc=_+1:_ The Huntress gains 2 armor of barkskin for _4 turns_ when a plant is trampled in her vision.\n\n_+2:_ The Huntress gains 2 armor of barkskin for _6 turns_ when a plant is trampled in her vision.

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@ -22,10 +22,12 @@
package com.shatteredpixel.shatteredpixeldungeon.actors.hero;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Haste;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Hunger;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Recharging;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
@ -34,8 +36,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRecharging
import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
import java.util.ArrayList;
import java.util.Collections;
@ -55,12 +59,12 @@ public enum Talent {
RATIONED_MEAL(32),
THIEFS_INTUITION(33),
TEST_ROGUE_3(34),
SUCKER_PUNCH(34),
MENDING_SHADOWS(35),
INVIGORATING_MEAL(48),
SURVIVALISTS_INTUITION(49),
TEST_HUNTRESS_3(50),
FOLLOWUP_STRIKE(50),
NATURES_AID(51);
int icon;
@ -167,6 +171,29 @@ public enum Talent {
}
}
public static int onAttackProc( Hero hero, Char enemy, int dmg ){
if (hero.hasTalent(Talent.SUCKER_PUNCH)
&& enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)
&& enemy.buff(SuckerPunchTracker.class) == null){
dmg += Random.IntRange(1 , hero.pointsInTalent(Talent.SUCKER_PUNCH));
Buff.affect(enemy, SuckerPunchTracker.class);
}
if (hero.hasTalent(Talent.FOLLOWUP_STRIKE)) {
if (hero.belongings.weapon instanceof MissileWeapon) {
Buff.affect(enemy, FollowupStrikeTracker.class);
} else if (enemy.buff(FollowupStrikeTracker.class) != null){
dmg += Random.IntRange(1 , hero.pointsInTalent(Talent.FOLLOWUP_STRIKE));
enemy.buff(FollowupStrikeTracker.class).detach();
}
}
return dmg;
}
public static class SuckerPunchTracker extends Buff{};
public static class FollowupStrikeTracker extends Buff{};
private static final int TALENT_TIERS = 1;
public static void initClassTalents( Hero hero ){
@ -185,10 +212,10 @@ public enum Talent {
Collections.addAll(tierTalents, ENERGIZING_MEAL, SCHOLARS_INTUITION, TESTED_HYPOTHESIS, ENERGIZING_UPGRADE);
break;
case ROGUE:
Collections.addAll(tierTalents, RATIONED_MEAL, THIEFS_INTUITION, TEST_ROGUE_3, MENDING_SHADOWS);
Collections.addAll(tierTalents, RATIONED_MEAL, THIEFS_INTUITION, SUCKER_PUNCH, MENDING_SHADOWS);
break;
case HUNTRESS:
Collections.addAll(tierTalents, INVIGORATING_MEAL, SURVIVALISTS_INTUITION, TEST_HUNTRESS_3, NATURES_AID);
Collections.addAll(tierTalents, INVIGORATING_MEAL, SURVIVALISTS_INTUITION, FOLLOWUP_STRIKE, NATURES_AID);
break;
}
for (Talent talent : tierTalents){

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@ -39,8 +39,8 @@ public class Gloves extends MeleeWeapon {
@Override
public int max(int lvl) {
return (int)(3f*(tier+1)) + //6 base, down from 10
lvl*tier; //+1 per level, down from +2
return Math.round(2.5f*(tier+1)) + //5 base, down from 10
lvl*Math.round(0.5f*(tier+1)); //+1 per level, down from +2
}
}