v0.4.0: bug and typo fixes

This commit is contained in:
Evan Debenham 2016-06-09 15:23:56 -04:00 committed by Evan Debenham
parent b8f6881830
commit 4a2b421fd0
3 changed files with 4 additions and 4 deletions

View File

@ -170,8 +170,8 @@ public class Armor extends EquipableItem {
public void affixSeal(BrokenSeal seal){ public void affixSeal(BrokenSeal seal){
this.seal = seal; this.seal = seal;
if (seal.level() > 0){ if (seal.level() > 0){
//doesn't override existing glyphs, but doesn't create one either //doesn't trigger upgrading logic such as affecting curses/glyphs
upgrade(glyph != null); level(level()+1);
} }
if (isEquipped(Dungeon.hero)){ if (isEquipped(Dungeon.hero)){
Buff.affect(Dungeon.hero, BrokenSeal.WarriorShield.class).setArmor(this); Buff.affect(Dungeon.hero, BrokenSeal.WarriorShield.class).setArmor(this);

View File

@ -713,7 +713,7 @@ items.weapon.curses.fragile.name=fragile %s
items.weapon.curses.fragile.desc=Fragile weapons start out just as strong as their uncursed counterparts, but rapidly decrease in effectiveness as they are used. items.weapon.curses.fragile.desc=Fragile weapons start out just as strong as their uncursed counterparts, but rapidly decrease in effectiveness as they are used.
items.weapon.curses.wayward.name=wayward %s items.weapon.curses.wayward.name=wayward %s
items.weapon.curses.wayward.desc=A wayward weapon has a very hard time finding its mark, making it extremely inaccurate unless the attack is garunteed to suceed. items.weapon.curses.wayward.desc=A wayward weapon has a very hard time finding its mark, making it extremely inaccurate unless the attack is guaranteed to succeed.
###enchantments ###enchantments

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@ -369,7 +369,7 @@ public class WndBag extends WndTabbed {
mode == Mode.FOR_SALE && (item.price() > 0) && (!item.isEquipped( Dungeon.hero ) || !item.cursed) || mode == Mode.FOR_SALE && (item.price() > 0) && (!item.isEquipped( Dungeon.hero ) || !item.cursed) ||
mode == Mode.UPGRADEABLE && item.isUpgradable() || mode == Mode.UPGRADEABLE && item.isUpgradable() ||
mode == Mode.UNIDENTIFED && !item.isIdentified() || mode == Mode.UNIDENTIFED && !item.isIdentified() ||
mode == Mode.UNIDED_OR_CURSED && (item instanceof EquipableItem && (!item.isIdentified() || item.cursed)) || mode == Mode.UNIDED_OR_CURSED && ((item instanceof EquipableItem || item instanceof Wand) && (!item.isIdentified() || item.cursed)) ||
mode == Mode.QUICKSLOT && (item.defaultAction != null) || mode == Mode.QUICKSLOT && (item.defaultAction != null) ||
mode == Mode.WEAPON && (item instanceof MeleeWeapon || item instanceof Boomerang) || mode == Mode.WEAPON && (item instanceof MeleeWeapon || item instanceof Boomerang) ||
mode == Mode.ARMOR && (item instanceof Armor) || mode == Mode.ARMOR && (item instanceof Armor) ||