v0.2.3: Significantly buffed the cape of thorns

This commit is contained in:
Evan Debenham 2014-11-25 15:31:26 -05:00
parent 31a2676bbb
commit 965f45047b

View File

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