v0.3.0: added Wand of Frost
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@ -59,6 +59,9 @@ public class ShatteredPixelDungeon extends Game {
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com.watabou.utils.Bundle.addAlias(
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com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfVenom.class,
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"com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfPoison" );
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com.watabou.utils.Bundle.addAlias(
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com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFrost.class,
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"com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfSlowness" );
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}
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@ -266,7 +266,7 @@ public abstract class Wand extends KindOfWeapon {
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}
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protected void fx( Ballistica bolt, Callback callback ) {
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MagicMissile.blueLight( curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback );
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MagicMissile.whiteLight( curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback );
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Sample.INSTANCE.play( Assets.SND_ZAP );
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}
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@ -0,0 +1,80 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Chill;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Slow;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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/**
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* Created by debenhame on 23/04/2015.
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*/
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public class WandOfFrost extends Wand {
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{
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image = ItemSpriteSheet.WAND_FROST;
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}
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@Override
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protected void onZap(Ballistica bolt) {
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Char ch = Actor.findChar(bolt.collisionPos);
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if (ch != null){
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int damage = Random.NormalIntRange(5+level, 10+(level*level/3));
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if (ch.buff(Frost.class) != null){
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return; //do nothing, can't affect a frozen target
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}
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if (ch.buff(Chill.class) != null){
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damage = Math.round(damage * ch.buff(Chill.class).speedFactor());
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} else {
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ch.sprite.burst(0x99FFFFFF, level / 2 + 2);
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}
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ch.damage(damage, this);
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if (ch.isAlive()){
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if (Level.water[ch.pos]){
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//20+(10*level)% chance
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if (Random.Int(10) >= 8-level )
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Buff.affect(ch, Frost.class, Frost.duration(ch)*Random.Float(2f, 4f));
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else
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Buff.prolong(ch, Chill.class, 6+level);
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} else {
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Buff.prolong(ch, Chill.class, 4+level);
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}
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}
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}
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}
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@Override
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protected void fx(Ballistica bolt, Callback callback) {
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MagicMissile.blueLight(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback);
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Sample.INSTANCE.play(Assets.SND_ZAP);
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}
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@Override
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public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
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new Slow().proc(staff, attacker, defender, damage);
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}
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@Override
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public String desc() {
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return "This wand seems to be made out of some kind of magical ice. It grows brighter towards its " +
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"rounded tip. It feels very cold when held, but somehow your hand stays warm.\n\n" +
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"This wand shoots blasts of icy energy toward your foes, dealing significant damage and chilling, " +
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"which reduces speed. The effect seems stronger in water. Chilled and frozen enemies " +
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"take less damage from this wand, as they are already cold.";
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}
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}
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