v0.6.3: rebalanced a number of items and glyphs
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@ -32,7 +32,7 @@ import com.watabou.utils.Bundle;
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//FIXME do proper translation stuff for new text here in 0.6.3 (heromsg, ondeath, rankings_desc)
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public class Venom extends Buff implements Hero.Doom {
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private int damage = 1;
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private float damage = 1;
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protected float left;
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private static final String DAMAGE = "damage";
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@ -52,7 +52,7 @@ public class Venom extends Buff implements Hero.Doom {
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle( bundle );
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damage = bundle.getInt( DAMAGE );
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damage = bundle.getFloat( DAMAGE );
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left = bundle.getFloat( LEFT );
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}
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@ -79,9 +79,12 @@ public class Venom extends Buff implements Hero.Doom {
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@Override
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public boolean act() {
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if (target.isAlive()) {
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target.damage(damage, this);
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if (damage < ((Dungeon.depth+1)/2)+1)
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target.damage((int)damage, this);
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if (damage < (Dungeon.depth/2)+2) {
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damage++;
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} else {
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damage += 0.5f;
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}
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spend( TICK );
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if ((left -= TICK) <= 0) {
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@ -311,16 +311,16 @@ public class Hero extends Char {
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@Override
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public int defenseSkill( Char enemy ) {
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float evasion = 1f * RingOfEvasion.evasionMultiplier( this );
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float multiplier = 1f * RingOfEvasion.evasionMultiplier( this );
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if (paralysed > 0) {
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evasion /= 2;
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multiplier /= 2;
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}
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int aEnc = belongings.armor != null ? belongings.armor.STRReq() - STR() : 10 - STR();
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if (aEnc > 0) {
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evasion /= Math.pow( 1.5, aEnc );
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multiplier /= Math.pow( 1.5, aEnc );
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}
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int bonus = 0;
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@ -332,7 +332,7 @@ public class Hero extends Char {
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bonus += momentum.evasionBonus(Math.max(0, -aEnc));
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}
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return Math.round((defenseSkill + bonus) * evasion);
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return Math.round((defenseSkill * multiplier) + bonus);
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}
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@Override
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@ -45,8 +45,8 @@ public class Entanglement extends Glyph {
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if (Random.Int( 4 ) == 0) {
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Buff.prolong( defender, Roots.class, 3 );
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Buff.affect( defender, Earthroot.Armor.class ).level( 5 + 2*level );
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Buff.prolong( defender, Roots.class, 3 - level/5 );
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Buff.affect( defender, Earthroot.Armor.class ).level( 4 + 4*level );
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CellEmitter.bottom( defender.pos ).start( EarthParticle.FACTORY, 0.05f, 8 );
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Camera.main.shake( 1, 0.4f );
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@ -35,11 +35,6 @@ public class Obfuscation extends Armor.Glyph {
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return damage;
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}
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@Override
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public int tierDRAdjust() {
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return -1;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return GREY;
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@ -140,7 +140,7 @@ public class WandOfCorruption extends Wand {
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enemyResist = 1 + Dungeon.depth/2f;
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} else if (ch instanceof Wraith) {
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//this is so low because wraiths are always at max hp
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enemyResist = 1 + Dungeon.depth/5f;
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enemyResist = 0.5f + Dungeon.depth/8f;
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} else if (ch instanceof Yog.BurningFist || ch instanceof Yog.RottingFist) {
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enemyResist = 1 + 30;
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} else if (ch instanceof Yog.Larva || ch instanceof King.Undead){
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@ -184,12 +184,19 @@ public class WandOfCorruption extends Wand {
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}
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private void debuffEnemy( Mob enemy, HashMap<Class<? extends Buff>, Float> category ){
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//do not consider buffs which are already assigned, or that the enemy is immune to.
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HashMap<Class<? extends Buff>, Float> debuffs = new HashMap<>(category);
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for (Buff existing : enemy.buffs()){
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if (debuffs.containsKey(existing.getClass())) {
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debuffs.put(existing.getClass(), 0f);
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}
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}
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for (Class<?extends Buff> toAssign : debuffs.keySet()){
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if (debuffs.get(toAssign) > 0 && enemy.immunities().contains(toAssign)){
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debuffs.put(toAssign, 0f);
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}
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}
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//all buffs with a > 0 chance are flavor buffs
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Class<?extends FlavourBuff> debuffCls = (Class<? extends FlavourBuff>) Random.chances(debuffs);
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@ -29,7 +29,7 @@ public class BattleAxe extends MeleeWeapon {
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image = ItemSpriteSheet.BATTLE_AXE;
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tier = 4;
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ACC = 1.175f; //17.5% boost to accuracy
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ACC = 1.24f; //24% boost to accuracy
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}
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@Override
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@ -29,7 +29,7 @@ public class Flail extends MeleeWeapon {
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image = ItemSpriteSheet.FLAIL;
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tier = 4;
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ACC = 0.8f; //0.8x accuracy
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ACC = 0.9f; //0.9x accuracy
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//also cannot surprise attack, see Hero.canSurpriseAttack
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}
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@ -29,7 +29,7 @@ public class HandAxe extends MeleeWeapon {
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image = ItemSpriteSheet.HAND_AXE;
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tier = 2;
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ACC = 1.225f; //22.5% boost to accuracy
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ACC = 1.32f; //32% boost to accuracy
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}
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@Override
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@ -29,7 +29,7 @@ public class Mace extends MeleeWeapon {
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image = ItemSpriteSheet.MACE;
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tier = 3;
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ACC = 1.2f; //20% boost to accuracy
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ACC = 1.28f; //28% boost to accuracy
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}
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@Override
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@ -29,7 +29,7 @@ public class WarHammer extends MeleeWeapon {
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image = ItemSpriteSheet.WAR_HAMMER;
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tier = 5;
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ACC = 1.15f; //15% boost to accuracy
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ACC = 1.20f; //20% boost to accuracy
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}
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@Override
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@ -38,7 +38,7 @@ items.armor.glyphs.flow.name=%s of flow
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items.armor.glyphs.flow.desc=This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.
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items.armor.glyphs.obfuscation.name=%s of obfuscation
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items.armor.glyphs.obfuscation.desc=This glyph makes the wearer more difficult to detect, at the cost of defense.
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items.armor.glyphs.obfuscation.desc=This glyph obscures the wearer, making them more difficult to detect.
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items.armor.glyphs.potential.name=%s of potential
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items.armor.glyphs.potential.rankings_desc=Killed by: glyph of potential
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