v0.9.2: implemented the enhanced lethality talent

This commit is contained in:
Evan Debenham 2021-02-02 22:53:20 -05:00
parent 563258ecb3
commit 4e95d6e238
3 changed files with 29 additions and 14 deletions

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@ -384,6 +384,8 @@ actors.hero.talent.silent_steps.title=silent steps
actors.hero.talent.silent_steps.desc=_+1:_ The Rogue will not wake sleeping enemies while he is _3 or more tiles away from them_.\n\n_+2:_ The Rogue will not wake sleeping enemies while he is _not adjacent to them_.
actors.hero.talent.rogues_foresight.title=rogue's foresight
actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret.
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.evasive_armor.title=evasive armor
actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.

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@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroAction;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.NPC;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Effects;
@ -54,27 +55,39 @@ public class Preparation extends Buff implements ActionIndicator.Action {
}
public enum AttackLevel{
LVL_1( 1, 0.15f, 0.05f, 1, 1),
LVL_2( 3, 0.30f, 0.15f, 1, 3),
LVL_3( 5, 0.45f, 0.30f, 2, 5),
LVL_4( 9, 0.60f, 0.50f, 3, 7);
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);
final int turnsReq;
final float baseDmgBonus, KOThreshold;
final float baseDmgBonus;
final int damageRolls, blinkDistance;
AttackLevel( int turns, float base, float threshold, int rolls, int dist){
AttackLevel( int turns, float base, int rolls, int dist){
turnsReq = turns;
baseDmgBonus = base; KOThreshold = threshold;
baseDmgBonus = base;
damageRolls = rolls; blinkDistance = dist;
}
//1st index is prep level, 2nd is talent level
private static final float[][] KOThresholds = new float[][]{
{.03f, .04f, .05f, .06f},
{.10f, .12f, .14f, .16f},
{.20f, .25f, .30f, .35f},
{.40f, .60f, .80f, 1.0f}
};
public float KOThreshold(){
return KOThresholds[ordinal()][Dungeon.hero.pointsInTalent(Talent.ENHANCED_LETHALITY)];
}
public boolean canKO(Char defender){
if (defender.properties().contains(Char.Property.MINIBOSS)
|| defender.properties().contains(Char.Property.BOSS)){
return (defender.HP/(float)defender.HT) < (KOThreshold/5f);
return (defender.HP/(float)defender.HT) < (KOThreshold()/5f);
} else {
return (defender.HP/(float)defender.HT) < KOThreshold;
return (defender.HP/(float)defender.HT) < KOThreshold();
}
}
@ -179,8 +192,8 @@ public class Preparation extends Buff implements ActionIndicator.Action {
desc += "\n\n" + Messages.get(this, "desc_dmg",
(int)(lvl.baseDmgBonus*100),
(int)(lvl.KOThreshold*100),
(int)(lvl.KOThreshold*20));
(int)(lvl.KOThreshold()*100),
(int)(lvl.KOThreshold()*20));
if (lvl.damageRolls > 1){
desc += " " + Messages.get(this, "desc_dmg_likely");

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@ -95,7 +95,7 @@ public enum Talent {
//Rogue T3
ROGUE_T3_1(73, 3), ROGUE_T3_2(74, 3),
//Assassin T3
ASSASSIN_T3_1(75, 3), ASSASSIN_T3_2(76, 3), ASSASSIN_T3_3(77, 3),
ENHANCED_LETHALITY(75, 3), ASSASSIN_T3_2(76, 3), ASSASSIN_T3_3(77, 3),
//Freerunner T3
EVASIVE_ARMOR(78, 3), FREERUNNER_T3_2(79, 3), FREERUNNER_T3_3(80, 3),
@ -468,7 +468,7 @@ public enum Talent {
Collections.addAll(tierTalents, SOUL_SIPHON, WARLOCK_T3_2, WARLOCK_T3_3);
break;
case ASSASSIN:
Collections.addAll(tierTalents, ASSASSIN_T3_1, ASSASSIN_T3_2, ASSASSIN_T3_3);
Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSIN_T3_2, ASSASSIN_T3_3);
break;
case FREERUNNER:
Collections.addAll(tierTalents, EVASIVE_ARMOR, FREERUNNER_T3_2, FREERUNNER_T3_3);