v0.4.0: added more decription detail to weapons and armor

This commit is contained in:
Evan Debenham 2016-06-07 16:44:02 -04:00 committed by Evan Debenham
parent a97e7bd414
commit 5a30d89647
4 changed files with 9 additions and 1 deletions

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@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal; import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem; import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
@ -57,7 +58,6 @@ public class Armor extends EquipableItem {
private static final int HITS_TO_KNOW = 10; private static final int HITS_TO_KNOW = 10;
private static final String TXT_TO_STRING = "%s :%d";
protected static final String AC_DETACH = "DETACH"; protected static final String AC_DETACH = "DETACH";
public int tier; public int tier;
@ -270,6 +270,8 @@ public class Armor extends EquipableItem {
if (STRReq() > Dungeon.hero.STR()) { if (STRReq() > Dungeon.hero.STR()) {
info += " " + Messages.get(Armor.class, "too_heavy"); info += " " + Messages.get(Armor.class, "too_heavy");
} else if (Dungeon.hero.heroClass == HeroClass.ROGUE && Dungeon.hero.STR() > STRReq()){
info += " " + Messages.get(Armor.class, "excess_str");
} }
} else { } else {
info += "\n\n" + Messages.get(Armor.class, "avg_absorb", typicalDR(), STRReq(0)); info += "\n\n" + Messages.get(Armor.class, "avg_absorb", typicalDR(), STRReq(0));

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@ -67,6 +67,8 @@ public class MeleeWeapon extends Weapon {
info += "\n\n" + Messages.get(MeleeWeapon.class, "stats_known", tier, Math.round(min()*dmgfactor), Math.round(max()*dmgfactor), STRReq()); info += "\n\n" + Messages.get(MeleeWeapon.class, "stats_known", tier, Math.round(min()*dmgfactor), Math.round(max()*dmgfactor), STRReq());
if (STRReq() > Dungeon.hero.STR()) { if (STRReq() > Dungeon.hero.STR()) {
info += " " + Messages.get(Weapon.class, "too_heavy"); info += " " + Messages.get(Weapon.class, "too_heavy");
} else if (Dungeon.hero.STR() > STRReq()){
info += " " + Messages.get(Weapon.class, "excess_str", Dungeon.hero.STR() - STRReq());
} }
} else { } else {
info += "\n\n" + Messages.get(MeleeWeapon.class, "stats_unknown", tier, min(0), max(0), STRReq(0)); info += "\n\n" + Messages.get(MeleeWeapon.class, "stats_unknown", tier, min(0), max(0), STRReq(0));

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@ -149,6 +149,8 @@ abstract public class MissileWeapon extends Weapon {
if (STRReq() > Dungeon.hero.STR()) { if (STRReq() > Dungeon.hero.STR()) {
info += " " + Messages.get(Weapon.class, "too_heavy"); info += " " + Messages.get(Weapon.class, "too_heavy");
} else if (Dungeon.hero.heroClass == HeroClass.HUNTRESS && Dungeon.hero.STR() > STRReq()){
info += " " + Messages.get(Weapon.class, "excess_str", Dungeon.hero.STR() - STRReq());
} }
if (enchantment != null){ if (enchantment != null){

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@ -69,6 +69,7 @@ items.armor.armor.curr_absorb=This armor blocks up to _%d damage_ and requires _
items.armor.armor.avg_absorb=Typically this armor blocks up to _%d damage_ and requires _%d strength_ to use properly. items.armor.armor.avg_absorb=Typically this armor blocks up to _%d damage_ and requires _%d strength_ to use properly.
items.armor.armor.too_heavy=Because of your inadequate strength wearing this armor will decrease your ability to move and evade. items.armor.armor.too_heavy=Because of your inadequate strength wearing this armor will decrease your ability to move and evade.
items.armor.armor.probably_too_heavy=Probably this armor is too heavy for you. items.armor.armor.probably_too_heavy=Probably this armor is too heavy for you.
items.armor.armor.excess_str=because of your excess strength, you are _more evasive_ while wearing this armor.
items.armor.armor.inscribed=It is inscribed with a _%s._ items.armor.armor.inscribed=It is inscribed with a _%s._
items.armor.armor.cursed_worn=Because this armor is cursed, you are powerless to remove it. items.armor.armor.cursed_worn=Because this armor is cursed, you are powerless to remove it.
items.armor.armor.cursed=You can feel a malevolent magic lurking within this armor. items.armor.armor.cursed=You can feel a malevolent magic lurking within this armor.
@ -870,6 +871,7 @@ items.weapon.missiles.tamahawk.desc=This throwing axe is not that heavy, but it
items.weapon.weapon.identify=You are now familiar enough with your %s to identify it. It is %s. items.weapon.weapon.identify=You are now familiar enough with your %s to identify it. It is %s.
items.weapon.weapon.too_heavy=Because of your inadequate strength you will use this weapon with decreased attack speed and accuracy. items.weapon.weapon.too_heavy=Because of your inadequate strength you will use this weapon with decreased attack speed and accuracy.
items.weapon.weapon.excess_str=Because of your excess strength, you will deal up to _%d bonus damage_ with this weapon.
items.weapon.weapon.incompatible=Interaction of different types of magic has negated the enchantment on this weapon! items.weapon.weapon.incompatible=Interaction of different types of magic has negated the enchantment on this weapon!
items.weapon.weapon.cursed_worn=Because this weapon is cursed, you are powerless to remove it. items.weapon.weapon.cursed_worn=Because this weapon is cursed, you are powerless to remove it.
items.weapon.weapon.cursed=You can feel a malevolent magic lurking within this weapon. items.weapon.weapon.cursed=You can feel a malevolent magic lurking within this weapon.