v0.2.3: Significantly buffed the cape of thorns
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@ -2,14 +2,11 @@ package com.shatteredpixel.shatteredpixeldungeon.items.artifacts;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.ui.QuickSlot;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions;
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import com.watabou.utils.Random;
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/**
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@ -52,10 +49,10 @@ public class CapeOfThorns extends Artifact {
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desc += "\n\n";
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if (timer == 0)
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desc += "The cape feels reassuringly heavy on your shoulders. You're not sure if it will directly " +
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"help you in a fight, but it seems to be gaining energy from the battles you are in.";
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"help you in a fight, but it seems to be gaining energy from the physical damage you take.";
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else
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desc += "The cape seems to be releasing some stored energy, it is radiating power at all angles. " +
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"You feel very confident that the cape can protect you right now.";
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"You feel very confident that the cape can protect you from nearby enemies right now.";
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}
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return desc;
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@ -87,25 +84,25 @@ public class CapeOfThorns extends Artifact {
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public int proc(int damage, Char attacker){
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if (timer == 0){
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charge += damage*(0.5+level*0.025);
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charge += damage*(0.5+level*0.05);
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if (charge >= chargeCap){
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charge = 0;
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timer = 5+level;
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timer = 10+level;
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GLog.p("Your Cape begins radiating energy, you feel protected!");
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BuffIndicator.refreshHero();
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}
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}
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if (timer != 0){
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int deflected = Random.NormalIntRange((int)(damage*0.33), damage);
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int deflected = Random.NormalIntRange(0, damage);
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damage -= deflected;
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attacker.damage(deflected, this);
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exp+= deflected;
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if (exp >= (level+1)*10 && level < levelCap){
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exp -= (level+1)*10;
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if (exp >= (level+1)*5 && level < levelCap){
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exp -= (level+1)*5;
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upgrade();
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GLog.p("Your Cape grows stronger!");
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}
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