v0.3.0: buff descriptions round 4 (almost done)
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@ -8,6 +8,10 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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*/
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public class Bless extends FlavourBuff {
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{
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type = buffType.POSITIVE;
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}
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@Override
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public int icon() {
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//TODO: add icon
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@ -19,4 +23,12 @@ public class Bless extends FlavourBuff {
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return "Blessed";
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}
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@Override
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public String desc() {
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return "A great burst of focus, some say it is inspired by the gods.\n" +
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"\n" +
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"Blessing significantly increases accuracy and evasion, making the blessed much more effective in combat.\n" +
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"\n" +
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"This blessing will last for " + dispTurns() + ".";
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}
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}
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@ -85,6 +85,7 @@ public class Buff extends Actor {
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return input == 1 ? "1 more turn" : new DecimalFormat("#.##").format(input) + " more turns";
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}
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//creates a fresh instance of the buff and attaches that, this allows duplication.
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public static<T extends Buff> T append( Char target, Class<T> buffClass ) {
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try {
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T buff = buffClass.newInstance();
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@ -101,6 +102,7 @@ public class Buff extends Actor {
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return buff;
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}
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//same as append, but prevents duplication.
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public static<T extends Buff> T affect( Char target, Class<T> buffClass ) {
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T buff = target.buff( buffClass );
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if (buff != null) {
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@ -115,7 +117,8 @@ public class Buff extends Actor {
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buff.spend( duration );
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return buff;
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}
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//postpones an already active buff, or creates & attaches a new buff and delays that.
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public static<T extends FlavourBuff> T prolong( Char target, Class<T> buffClass, float duration ) {
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T buff = affect( target, buffClass );
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buff.postpone( duration );
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@ -53,4 +53,13 @@ public class Drowsy extends Buff {
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public String toString() {
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return "Drowsy";
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}
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@Override
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public String desc() {
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return "A magical force is making it difficult to stay awake.\n" +
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"\n" +
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"The hero can resist drowsiness by taking damage or by being at full health.\n" +
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"\n" +
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"After " + dispTurns(cooldown()+1) + ", the target will fall into a deep magical sleep.";
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}
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}
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@ -107,7 +107,17 @@ public class Frost extends FlavourBuff {
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public String toString() {
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return "Frozen";
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}
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@Override
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public String desc() {
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return "Not to be confused with freezing solid, this more benign freezing simply encases the target in ice.\n" +
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"\n" +
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"Freezing acts similarly to paralysis, making it impossible for the target to act. " +
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"Unlike paralysis, freezing is immediately cancelled if the target takes damage, as the ice will shatter.\n" +
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"\n" +
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"The freeze will last for " + dispTurns() + ", or until the target takes damage.\n";
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}
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public static float duration( Char ch ) {
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Resistance r = ch.buff( Resistance.class );
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return r != null ? r.durationFactor() * DURATION : DURATION;
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@ -51,4 +51,13 @@ public class Roots extends FlavourBuff {
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public String toString() {
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return "Rooted";
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}
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@Override
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public String desc() {
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return "Roots(magical or natural) grab at the feet, forcing them down to the ground.\n" +
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"\n" +
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"Roots lock a target in place, making it impossible for them to move, but other actions are not affected.\n" +
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"\n" +
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"The roots will last for " + dispTurns() + ".";
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}
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}
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@ -54,7 +54,17 @@ public class Terror extends FlavourBuff {
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public String toString() {
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return "Terrified";
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}
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@Override
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public String desc() {
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return "Terror is manipulative magic which forces its target into an uncontrollable panic.\n" +
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"\n" +
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"Terrified characters are forced to run away from their opponent, trying to put as many doors and " +
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"walls between them as possible. The shock of pain is enough to break this effect, however.\n" +
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"\n" +
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"This terror will last for " + dispTurns() + ", or until the target takes damage.";
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}
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public static void recover( Char target ) {
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Terror terror = target.buff( Terror.class );
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if (terror != null && terror.cooldown() < DURATION) {
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@ -103,6 +103,16 @@ public class CapeOfThorns extends Artifact {
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return "Thorns";
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}
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@Override
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public String desc() {
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return "Your cape is radiating energy, surrounding you in a field of deflective force!\n" +
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"\n" +
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"All damage you receive is reduced while the thorns effect is active. Additionally, " +
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"if the attacker is next to you, the reduced amount is deflected back at the attacker.\n" +
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"\n" +
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"Your cape will continue radiating energy for " + dispTurns(cooldown) + ".";
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}
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@Override
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public int icon() {
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if (cooldown == 0)
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@ -185,6 +185,11 @@ public class TalismanOfForesight extends Artifact {
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return "Foresight";
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}
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@Override
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public String desc() {
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return "You feel very nervous, as if there is nearby unseen danger.";
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}
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@Override
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public int icon() {
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if (warn == 0)
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