v0.4.0: added descriptions for enchants
This commit is contained in:
parent
26337d4dae
commit
969db4cf19
|
@ -256,10 +256,18 @@ abstract public class Weapon extends KindOfWeapon {
|
||||||
|
|
||||||
public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
|
public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
|
||||||
|
|
||||||
|
public String name() {
|
||||||
|
return name( Messages.get(this, "enchant"));
|
||||||
|
}
|
||||||
|
|
||||||
public String name( String weaponName ) {
|
public String name( String weaponName ) {
|
||||||
return Messages.get(this, "name", weaponName);
|
return Messages.get(this, "name", weaponName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public String desc() {
|
||||||
|
return Messages.get(this, "desc");
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void restoreFromBundle( Bundle bundle ) {
|
public void restoreFromBundle( Bundle bundle ) {
|
||||||
}
|
}
|
||||||
|
|
|
@ -65,6 +65,9 @@ public class MeleeWeapon extends Weapon {
|
||||||
if (levelKnown) {
|
if (levelKnown) {
|
||||||
float dmgfactor = (imbue == Imbue.LIGHT ? 0.7f : imbue == Imbue.HEAVY ? 1.5f : 1);
|
float dmgfactor = (imbue == Imbue.LIGHT ? 0.7f : imbue == Imbue.HEAVY ? 1.5f : 1);
|
||||||
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()) {
|
||||||
|
info += " " + Messages.get(Weapon.class, "too_heavy");
|
||||||
|
}
|
||||||
} 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));
|
||||||
if (STRReq(0) > Dungeon.hero.STR()) {
|
if (STRReq(0) > Dungeon.hero.STR()) {
|
||||||
|
@ -72,28 +75,29 @@ public class MeleeWeapon extends Weapon {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
switch (imbue) {
|
|
||||||
case LIGHT:
|
|
||||||
info += " " + Messages.get(Weapon.class, "lighter");
|
|
||||||
break;
|
|
||||||
case HEAVY:
|
|
||||||
info += " " + Messages.get(Weapon.class, "heavier");
|
|
||||||
break;
|
|
||||||
case NONE:
|
|
||||||
}
|
|
||||||
|
|
||||||
//defense-granting weapons include the DR amount, otherwise the value is discarded.
|
//defense-granting weapons include the DR amount, otherwise the value is discarded.
|
||||||
String stats_desc = Messages.get(this, "stats_desc", defenceFactor(Dungeon.hero));
|
String stats_desc = Messages.get(this, "stats_desc", defenceFactor(Dungeon.hero));
|
||||||
if (!stats_desc.equals("")) info+= "\n\n" + stats_desc;
|
if (!stats_desc.equals("")) info+= "\n\n" + stats_desc;
|
||||||
|
|
||||||
if (levelKnown && STRReq() > Dungeon.hero.STR()) {
|
switch (imbue) {
|
||||||
info += "\n\n" + Messages.get(Weapon.class, "too_heavy");
|
case LIGHT:
|
||||||
|
info += "\n\n" + Messages.get(Weapon.class, "lighter");
|
||||||
|
break;
|
||||||
|
case HEAVY:
|
||||||
|
info += "\n\n" + Messages.get(Weapon.class, "heavier");
|
||||||
|
break;
|
||||||
|
case NONE:
|
||||||
|
}
|
||||||
|
|
||||||
|
if (enchantment != null){
|
||||||
|
info += "\n\n" + Messages.get(Weapon.class, "enchanted", enchantment.name());
|
||||||
|
info += " " + Messages.get(enchantment, "desc");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cursed && isEquipped( Dungeon.hero )) {
|
if (cursed && isEquipped( Dungeon.hero )) {
|
||||||
info += "\n\n" + Messages.get(MeleeWeapon.class, "cursed_worn");
|
info += "\n\n" + Messages.get(Weapon.class, "cursed_worn");
|
||||||
} else if (cursedKnown && cursed) {
|
} else if (cursedKnown && cursed) {
|
||||||
info += "\n\n" + Messages.get(MeleeWeapon.class, "cursed");
|
info += "\n\n" + Messages.get(Weapon.class, "cursed");
|
||||||
}
|
}
|
||||||
|
|
||||||
return info;
|
return info;
|
||||||
|
|
|
@ -142,6 +142,7 @@ public class Boomerang extends MissileWeapon {
|
||||||
break;
|
break;
|
||||||
case NONE:
|
case NONE:
|
||||||
}
|
}
|
||||||
|
|
||||||
return info;
|
return info;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -151,6 +151,17 @@ abstract public class MissileWeapon extends Weapon {
|
||||||
info += " " + Messages.get(Weapon.class, "too_heavy");
|
info += " " + Messages.get(Weapon.class, "too_heavy");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (enchantment != null){
|
||||||
|
info += "\n\n" + Messages.get(Weapon.class, "enchanted", enchantment.name());
|
||||||
|
info += " " + Messages.get(enchantment, "desc");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cursed && isEquipped( Dungeon.hero )) {
|
||||||
|
info += "\n\n" + Messages.get(Weapon.class, "cursed_worn");
|
||||||
|
} else if (cursedKnown && cursed) {
|
||||||
|
info += "\n\n" + Messages.get(Weapon.class, "cursed");
|
||||||
|
}
|
||||||
|
|
||||||
info += "\n\n" + Messages.get(MissileWeapon.class, "distance");
|
info += "\n\n" + Messages.get(MissileWeapon.class, "distance");
|
||||||
|
|
||||||
return info;
|
return info;
|
||||||
|
|
|
@ -691,30 +691,43 @@ items.wands.wandofvenom.desc=This wand has a purple body which opens to a brilli
|
||||||
|
|
||||||
###enchantments
|
###enchantments
|
||||||
items.weapon.enchantments.blazing.name=blazing %s
|
items.weapon.enchantments.blazing.name=blazing %s
|
||||||
|
items.weapon.enchantments.blazing.desc=This enchantment causes flames to spit forth from a weapon, burning enemies and terrain alike.
|
||||||
|
|
||||||
items.weapon.enchantments.chilling.name=chilling %s
|
items.weapon.enchantments.chilling.name=chilling %s
|
||||||
|
items.weapon.enchantments.chilling.desc=Enemies struck with this enchantment are chilled, slowing their movement and attacks.
|
||||||
|
|
||||||
items.weapon.enchantments.dazzling.name=dazzling %s
|
items.weapon.enchantments.dazzling.name=dazzling %s
|
||||||
|
items.weapon.enchantments.dazzling.desc=This enchantment dazes enemies when they are struck, rendering them blind for a short time.
|
||||||
|
|
||||||
items.weapon.enchantments.eldritch.name=eldritch %s
|
items.weapon.enchantments.eldritch.name=eldritch %s
|
||||||
|
items.weapon.enchantments.eldritch.desc=Eldritch weapons strike fear into enemies, causing them to flee from the attacker.
|
||||||
|
|
||||||
items.weapon.enchantments.grim.name=grim %s
|
items.weapon.enchantments.grim.name=grim %s
|
||||||
|
items.weapon.enchantments.grim.desc=This powerful enchantment posses the power to instantly execute an enemy. The effect is more likely to occur the weaker the enemy is.
|
||||||
|
|
||||||
items.weapon.enchantments.lucky.name=lucky %s
|
items.weapon.enchantments.lucky.name=lucky %s
|
||||||
|
items.weapon.enchantments.lucky.desc=With this enchantment a weapon will either deal its maximum or minimum damage, never an amount in between.
|
||||||
|
|
||||||
items.weapon.enchantments.projecting.name=projecting %s
|
items.weapon.enchantments.projecting.name=projecting %s
|
||||||
|
items.weapon.enchantments.projecting.desc=With this enchantment melee weapons will gain extra reach. Ranged weapons will be able to penetrate nearby walls.
|
||||||
|
|
||||||
items.weapon.enchantments.shocking.name=shocking %s
|
items.weapon.enchantments.shocking.name=shocking %s
|
||||||
|
items.weapon.enchantments.shocking.desc=Electricity arcs from a shocking weapon, dealing extra damage to all nearby enemies.
|
||||||
|
|
||||||
items.weapon.enchantments.stunning.name=stunning %s
|
items.weapon.enchantments.stunning.name=stunning %s
|
||||||
|
items.weapon.enchantments.stunning.desc=This powerful enchantment immobilizes enemies when they are struck, rendering them helpless against further attacks.
|
||||||
|
|
||||||
items.weapon.enchantments.unstable.name=unstable %s
|
items.weapon.enchantments.unstable.name=unstable %s
|
||||||
|
items.weapon.enchantments.unstable.desc=This enchantment radiates chaotic energy, acting as a different enchantment with each hit.
|
||||||
|
|
||||||
items.weapon.enchantments.vampiric.name=vampiric %s
|
items.weapon.enchantments.vampiric.name=vampiric %s
|
||||||
|
items.weapon.enchantments.vampiric.desc=This poweful enchantment leeches life force from enemies with each blow, funneling it back into the wearer.
|
||||||
|
|
||||||
items.weapon.enchantments.venomous.name=venomous %s
|
items.weapon.enchantments.venomous.name=venomous %s
|
||||||
|
items.weapon.enchantments.venomous.desc=Venemous weapons inflict enemies with deadly poison, which becomes more severe with each hit.
|
||||||
|
|
||||||
items.weapon.enchantments.vorpal.name=vorpal %s
|
items.weapon.enchantments.vorpal.name=vorpal %s
|
||||||
|
items.weapon.enchantments.vorpal.desc=Vorpal weapons are especially deadly, causing enemies to bleed when struck.
|
||||||
|
|
||||||
|
|
||||||
###melee weapons
|
###melee weapons
|
||||||
|
@ -786,8 +799,6 @@ items.weapon.melee.meleeweapon.stats_known=This _tier-%d_ melee weapon deals _%d
|
||||||
items.weapon.melee.meleeweapon.stats_unknown=Typically this _tier-%d_ melee weapon deals _%d-%d damage_ and requires _%d strength_ to use properly.
|
items.weapon.melee.meleeweapon.stats_unknown=Typically this _tier-%d_ melee weapon deals _%d-%d damage_ and requires _%d strength_ to use properly.
|
||||||
items.weapon.melee.meleeweapon.probably_too_heavy=Probably this weapon is too heavy for you.
|
items.weapon.melee.meleeweapon.probably_too_heavy=Probably this weapon is too heavy for you.
|
||||||
items.weapon.melee.meleeweapon.stats_desc=
|
items.weapon.melee.meleeweapon.stats_desc=
|
||||||
items.weapon.melee.meleeweapon.cursed_worn=Because this weapon is cursed, you are powerless to remove it.
|
|
||||||
items.weapon.melee.meleeweapon.cursed=You can feel a malevolent magic lurking within this weapon.
|
|
||||||
|
|
||||||
items.weapon.melee.newshortsword.name=shortsword
|
items.weapon.melee.newshortsword.name=shortsword
|
||||||
items.weapon.melee.newshortsword.desc=A quite short sword, only a few inches longer than a dagger.
|
items.weapon.melee.newshortsword.desc=A quite short sword, only a few inches longer than a dagger.
|
||||||
|
@ -858,11 +869,14 @@ 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 the accuracy and speed of your attack with this weapon will be decreased.
|
items.weapon.weapon.too_heavy=Because of your inadequate strength you will use this weapon with decreased attack speed and accuracy.
|
||||||
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.lighter=It was balanced to be lighter.
|
items.weapon.weapon.cursed_worn=Because this weapon is cursed, you are powerless to remove it.
|
||||||
items.weapon.weapon.heavier=It was balanced to be heavier.
|
items.weapon.weapon.cursed=You can feel a malevolent magic lurking within this weapon.
|
||||||
|
items.weapon.weapon.lighter=It was balanced to be _lighter._
|
||||||
|
items.weapon.weapon.heavier=It was balanced to be _heavier._
|
||||||
|
items.weapon.weapon.enchanted=It has a _%s._
|
||||||
|
items.weapon.weapon$enchantment.enchant=enchantment
|
||||||
|
|
||||||
|
|
||||||
###misc items
|
###misc items
|
||||||
|
|
Loading…
Reference in New Issue
Block a user