v0.8.1: buff/redesign to lucky, now pulls from ring of wealth pools

This commit is contained in:
Evan Debenham 2020-06-08 19:00:58 -04:00
parent de1c3518ae
commit 671f4fba69
2 changed files with 9 additions and 17 deletions

View File

@ -680,8 +680,8 @@ public abstract class Mob extends Char {
//lucky enchant logic //lucky enchant logic
if (Dungeon.hero.lvl <= maxLvl && buff(Lucky.LuckProc.class) != null){ if (Dungeon.hero.lvl <= maxLvl && buff(Lucky.LuckProc.class) != null){
new Flare(8, 24).color(0x00FF00, true).show(sprite, 3f);
Dungeon.level.drop(Lucky.genLoot(), pos).sprite.drop(); Dungeon.level.drop(Lucky.genLoot(), pos).sprite.drop();
Lucky.showFlare(sprite);
} }
} }

View File

@ -23,12 +23,12 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
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.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.noosa.Visual;
import com.watabou.utils.Random; import com.watabou.utils.Random;
public class Lucky extends Weapon.Enchantment { public class Lucky extends Weapon.Enchantment {
@ -52,20 +52,12 @@ public class Lucky extends Weapon.Enchantment {
} }
public static Item genLoot(){ public static Item genLoot(){
float roll = Random.Float(); //80% common, 20% uncommon, 0% rare
if (roll < 0.6f){ return RingOfWealth.genConsumableDrop(-5);
Item result = new Gold().random(); }
result.quantity(Math.round(result.quantity() * 0.5f));
return result; public static void showFlare( Visual vis ){
} else if (roll < 0.9f){ RingOfWealth.showFlareForBonusDrop(vis);
return Random.Int(2) == 0
? Generator.random(Generator.Category.SEED)
: Generator.random(Generator.Category.STONE);
} else {
return Random.Int(2) == 0
? Generator.random(Generator.Category.POTION)
: Generator.random(Generator.Category.SCROLL);
}
} }
@Override @Override