v0.9.1: adjusted and implemented the lethal momentum talent
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@ -331,7 +331,7 @@ actors.hero.talent.restored_willpower.desc=_+1:_ Drinking a potion of healing in
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actors.hero.talent.runic_transference.title=runic transference
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actors.hero.talent.runic_transference.desc=_+1:_ The Warrior's broken seal can transfer _common glyphs_ in the same way it transfers an upgrade.\n\n_+2:_ The Warrior's broken seal can transfer _common and uncommon glyphs_ in the same way it transfers an upgrade.
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actors.hero.talent.lethal_momentum.title=lethal momentum
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actors.hero.talent.lethal_momentum.desc=_+1:_ When the Warrior kills an enemy, his next attack within _1 turn_ is instantaneous.\n\n_+2:_ When the Warrior kills an enemy, his next attack within _3 turns_ is instantaneous.
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actors.hero.talent.lethal_momentum.desc=_+1:_ When the Warrior kills an enemy, the killing blow has a _67% chance_ to be instantaneous.\n\n_+2:_ When the Warrior kills an enemy, the killing blow has a _100% chance_ to be instantaneous.
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actors.hero.talent.improvised_projectiles.title=improvised projectiles
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actors.hero.talent.improvised_projectiles.desc=_+1:_ The Warrior can blind an enemy for _2 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.\n\n_+2:_ The Warrior can blind an enemy for _3 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.
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@ -527,6 +527,11 @@ public class Hero extends Char {
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}
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public float attackDelay() {
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if (buff(Talent.LethalMomentumTracker.class) != null){
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buff(Talent.LethalMomentumTracker.class).detach();
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return 0;
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}
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if (belongings.weapon != null) {
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return belongings.weapon.speedFactor( this );
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@ -107,6 +107,7 @@ public enum Talent {
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DURABLE_PROJECTILES(56);
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public static class ImprovisedProjectileCooldown extends FlavourBuff{};
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public static class LethalMomentumTracker extends FlavourBuff{};
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public static class RejuvenatingStepsCooldown extends FlavourBuff{};
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int icon;
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@ -670,6 +670,12 @@ public abstract class Mob extends Char {
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if (alignment == Alignment.ENEMY){
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rollToDropLoot();
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if (cause == Dungeon.hero
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&& Dungeon.hero.hasTalent(Talent.LETHAL_MOMENTUM)
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&& Random.Float() < 0.34f + 0.33f* Dungeon.hero.pointsInTalent(Talent.LETHAL_MOMENTUM)){
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Buff.affect(Dungeon.hero, Talent.LethalMomentumTracker.class, 1f);
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}
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}
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if (Dungeon.hero.isAlive() && !Dungeon.level.heroFOV[pos]) {
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