v0.7.2: significant balance adjustments to wand of transfusion
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@ -67,18 +67,18 @@ public class WandOfTransfusion extends Wand {
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Char ch = Actor.findChar(cell);
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Char ch = Actor.findChar(cell);
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if (ch != null && ch instanceof Mob){
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if (ch instanceof Mob){
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// 10% of max hp
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int selfDmg = (int)Math.ceil(curUser.HT*0.10f);
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processSoulMark(ch, chargesPerCast());
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processSoulMark(ch, chargesPerCast());
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//this wand does different things depending on the target.
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//this wand does different things depending on the target.
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//heals/shields an ally, or a charmed enemy
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//heals/shields an ally or a charmed enemy while damaging self
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if (ch.alignment == Char.Alignment.ALLY || ch.buff(Charm.class) != null){
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if (ch.alignment == Char.Alignment.ALLY || ch.buff(Charm.class) != null){
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// 10% of max hp
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int selfDmg = Math.round(curUser.HT*0.10f);
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int healing = selfDmg + 3*level();
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int healing = selfDmg + 3*level();
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int shielding = (ch.HP + healing) - ch.HT;
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int shielding = (ch.HP + healing) - ch.HT;
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if (shielding > 0){
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if (shielding > 0){
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@ -92,28 +92,31 @@ public class WandOfTransfusion extends Wand {
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ch.sprite.emitter().burst(Speck.factory(Speck.HEALING), 2 + level() / 2);
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ch.sprite.emitter().burst(Speck.factory(Speck.HEALING), 2 + level() / 2);
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ch.sprite.showStatus(CharSprite.POSITIVE, "+%dHP", healing + shielding);
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ch.sprite.showStatus(CharSprite.POSITIVE, "+%dHP", healing + shielding);
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//harms the undead
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} else if (ch.properties().contains(Char.Property.UNDEAD)){
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int damage = selfDmg + 3*level();
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if (!freeCharge) {
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ch.damage(damage, this);
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damageHero(selfDmg);
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ch.sprite.emitter().start(ShadowParticle.UP, 0.05f, 10 + level());
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} else {
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Sample.INSTANCE.play(Assets.SND_BURNING);
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freeCharge = false;
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}
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//charms an enemy
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//for enemies...
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} else {
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} else {
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Buff.affect(ch , Charm.class, 4 + level() ).object = curUser.id();
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//charms living enemies
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if (!ch.properties().contains(Char.Property.UNDEAD)) {
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Buff.affect(ch, Charm.class, 3 + level() / 2).object = curUser.id();
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ch.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 3 + level()/2 );
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//harms the undead
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} else {
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ch.damage(Random.NormalIntRange(3 + level()/2, 6+level()), this);
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ch.sprite.emitter().start(ShadowParticle.UP, 0.05f, 10 + level());
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Sample.INSTANCE.play(Assets.SND_BURNING);
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}
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//and grants a self shield
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Buff.affect(curUser, Barrier.class).setShield((5 + 2*level()));
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ch.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 5 );
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}
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if (!freeCharge) {
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damageHero(selfDmg);
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} else {
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freeCharge = false;
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}
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}
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}
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}
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@ -1127,7 +1127,7 @@ items.wands.wandoftransfusion.staff_name=staff of transfusion
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items.wands.wandoftransfusion.ondeath=You killed yourself with your own Wand of Transfusion...
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items.wands.wandoftransfusion.ondeath=You killed yourself with your own Wand of Transfusion...
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items.wands.wandoftransfusion.charged=Your staff is charged with the life energy of your enemy!
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items.wands.wandoftransfusion.charged=Your staff is charged with the life energy of your enemy!
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items.wands.wandoftransfusion.desc=A fairly plainly shaped wand, it stands out due to its magenta hue and pitch black gem at the tip.
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items.wands.wandoftransfusion.desc=A fairly plainly shaped wand, it stands out due to its magenta hue and pitch black gem at the tip.
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items.wands.wandoftransfusion.stats_desc=This wand will sap some of your life energy and blast it at a target. This effect is very versatile: allies will be healed or shielded, enemies will be temporarily charmed, and hostile undead will take considerable damage.
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items.wands.wandoftransfusion.stats_desc=When used on allies, this wand saps some of your own health to heal or shield them. When used on enemies, the wand briefly charms them while pulling a bit of energy back to you. Hostile undead will be damaged instead of charmed.
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items.wands.wandofcorrosion.name=wand of corrosion
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items.wands.wandofcorrosion.name=wand of corrosion
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items.wands.wandofcorrosion.staff_name=staff of corrosion
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items.wands.wandofcorrosion.staff_name=staff of corrosion
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