v0.9.3: armor abilities now have a universal charge cost talent

This commit is contained in:
Evan Debenham 2021-05-06 17:58:18 -04:00
parent e6510123f1
commit a870b2459d
16 changed files with 51 additions and 54 deletions

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@ -470,8 +470,6 @@ actors.hero.talent.impact_wave.title=impact wave
actors.hero.talent.impact_wave.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies are knocked _2 tiles_ back.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies are knocked _4 tiles_ back.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies are knocked _6 tiles_ back.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies are knocked _8 tiles_ back. actors.hero.talent.impact_wave.desc=_+1:_ When the Warrior lands after jumping, all adjacent enemies are knocked _2 tiles_ back.\n\n_+2:_ When the Warrior lands after jumping, all adjacent enemies are knocked _4 tiles_ back.\n\n_+3:_ When the Warrior lands after jumping, all adjacent enemies are knocked _6 tiles_ back.\n\n_+4:_ When the Warrior lands after jumping, all adjacent enemies are knocked _8 tiles_ back.
actors.hero.talent.double_jump.title=double jump actors.hero.talent.double_jump.title=double jump
actors.hero.talent.double_jump.desc=_+1:_ If the Warrior performs a second leap within 5 turns, that leap has a _24% reduced_ charge cost.\n\n_+2:_ If the Warrior performs a second leap within 5 turns, that leap has a _42% reduced_ charge cost.\n\n_+3:_ If the Warrior performs a second leap within 5 turns, that leap has a _56% reduced_ charge cost.\n\n_+4:_ If the Warrior performs a second leap within 5 turns, that leap has a _67% reduced_ charge cost. actors.hero.talent.double_jump.desc=_+1:_ If the Warrior performs a second leap within 5 turns, that leap has a _24% reduced_ charge cost.\n\n_+2:_ If the Warrior performs a second leap within 5 turns, that leap has a _42% reduced_ charge cost.\n\n_+3:_ If the Warrior performs a second leap within 5 turns, that leap has a _56% reduced_ charge cost.\n\n_+4:_ If the Warrior performs a second leap within 5 turns, that leap has a _67% reduced_ charge cost.
actors.hero.talent.heroic_leap_4.title=TODO NAME
actors.hero.talent.heroic_leap_4.desc=_+1:_ \n\n_+2:_ \n\n_+3:_ \n\n_+4:_
actors.hero.talent.expanding_wave.title=expanding wave actors.hero.talent.expanding_wave.title=expanding wave
actors.hero.talent.expanding_wave.desc=_+1:_ Shockwave's range is increased to _6 tiles_ from 5, and its width is increased to _75 degrees_ from 60.\n\n_+2:_ Shockwave's range is increased to _7 tiles_ from 5, and its width is increased to _90 degrees_ from 60.\n\n_+3:_ Shockwave's range is increased to _8 tiles_ from 5, and its width is increased to _105 degrees_ from 60.\n\n_+4:_ Shockwave's range is increased to _9 tiles_ from 5, and its width is increased to _120 degrees_ from 60. actors.hero.talent.expanding_wave.desc=_+1:_ Shockwave's range is increased to _6 tiles_ from 5, and its width is increased to _75 degrees_ from 60.\n\n_+2:_ Shockwave's range is increased to _7 tiles_ from 5, and its width is increased to _90 degrees_ from 60.\n\n_+3:_ Shockwave's range is increased to _8 tiles_ from 5, and its width is increased to _105 degrees_ from 60.\n\n_+4:_ Shockwave's range is increased to _9 tiles_ from 5, and its width is increased to _120 degrees_ from 60.
@ -479,8 +477,6 @@ actors.hero.talent.striking_wave.title=striking wave
actors.hero.talent.striking_wave.desc=_+1:_ Damage from shockwave has a _25% chance_ to also trigger on-hit effects like enchantments and combo.\n\n_+2:_ Damage from shockwave has a _50% chance_ to also trigger on-hit effects like enchantments and combo.\n\n_+3:_ Damage from shockwave has a _75% chance_ to also trigger on-hit effects like enchantments and combo.\n\n_+4:_ Shockwave has a _100% chance_ to also trigger on-hit effects like enchantments and combo. actors.hero.talent.striking_wave.desc=_+1:_ Damage from shockwave has a _25% chance_ to also trigger on-hit effects like enchantments and combo.\n\n_+2:_ Damage from shockwave has a _50% chance_ to also trigger on-hit effects like enchantments and combo.\n\n_+3:_ Damage from shockwave has a _75% chance_ to also trigger on-hit effects like enchantments and combo.\n\n_+4:_ Shockwave has a _100% chance_ to also trigger on-hit effects like enchantments and combo.
actors.hero.talent.shock_force.title=shock force actors.hero.talent.shock_force.title=shock force
actors.hero.talent.shock_force.desc=_+1:_ Shockwave deals _20% more damage_ and has a _25% chance_ to stun instead of cripple.\n\n_+2:_ Shockwave deals _50% more damage_ and has a _50% chance_ to stun instead of cripple.\n\n_+3:_ Shockwave deals _60% more damage_ and has a _75% chance_ to stun instead of cripple.\n\n_+4:_ Shockwave deals _80% more damage_ and has a _100% chance_ to stun instead of cripple. actors.hero.talent.shock_force.desc=_+1:_ Shockwave deals _20% more damage_ and has a _25% chance_ to stun instead of cripple.\n\n_+2:_ Shockwave deals _50% more damage_ and has a _50% chance_ to stun instead of cripple.\n\n_+3:_ Shockwave deals _60% more damage_ and has a _75% chance_ to stun instead of cripple.\n\n_+4:_ Shockwave deals _80% more damage_ and has a _100% chance_ to stun instead of cripple.
actors.hero.talent.warrior_2_4.title=TODO NAME
actors.hero.talent.warrior_2_4.desc=TODO DESC
actors.hero.talent.warrior_3_1.title=TODO NAME actors.hero.talent.warrior_3_1.title=TODO NAME
actors.hero.talent.warrior_3_1.desc=TODO DESC actors.hero.talent.warrior_3_1.desc=TODO DESC
@ -488,8 +484,6 @@ actors.hero.talent.warrior_3_2.title=TODO NAME
actors.hero.talent.warrior_3_2.desc=TODO DESC actors.hero.talent.warrior_3_2.desc=TODO DESC
actors.hero.talent.warrior_3_3.title=TODO NAME actors.hero.talent.warrior_3_3.title=TODO NAME
actors.hero.talent.warrior_3_3.desc=TODO DESC actors.hero.talent.warrior_3_3.desc=TODO DESC
actors.hero.talent.warrior_3_4.title=TODO NAME
actors.hero.talent.warrior_3_4.desc=TODO DESC
#mage #mage
actors.hero.talent.empowering_meal.title=empowering meal actors.hero.talent.empowering_meal.title=empowering meal
@ -537,8 +531,6 @@ actors.hero.talent.molten_earth_2.title=TODO NAME
actors.hero.talent.molten_earth_2.desc=TODO DESC actors.hero.talent.molten_earth_2.desc=TODO DESC
actors.hero.talent.molten_earth_3.title=TODO NAME actors.hero.talent.molten_earth_3.title=TODO NAME
actors.hero.talent.molten_earth_3.desc=TODO DESC actors.hero.talent.molten_earth_3.desc=TODO DESC
actors.hero.talent.molten_earth_4.title=TODO NAME
actors.hero.talent.molten_earth_4.desc=TODO DESC
actors.hero.talent.mage_2_1.title=TODO NAME actors.hero.talent.mage_2_1.title=TODO NAME
actors.hero.talent.mage_2_1.desc=TODO DESC actors.hero.talent.mage_2_1.desc=TODO DESC
@ -546,8 +538,6 @@ actors.hero.talent.mage_2_2.title=TODO NAME
actors.hero.talent.mage_2_2.desc=TODO DESC actors.hero.talent.mage_2_2.desc=TODO DESC
actors.hero.talent.mage_2_3.title=TODO NAME actors.hero.talent.mage_2_3.title=TODO NAME
actors.hero.talent.mage_2_3.desc=TODO DESC actors.hero.talent.mage_2_3.desc=TODO DESC
actors.hero.talent.mage_2_4.title=TODO NAME
actors.hero.talent.mage_2_4.desc=TODO DESC
actors.hero.talent.mage_3_1.title=TODO NAME actors.hero.talent.mage_3_1.title=TODO NAME
actors.hero.talent.mage_3_1.desc=TODO DESC actors.hero.talent.mage_3_1.desc=TODO DESC
@ -555,8 +545,6 @@ actors.hero.talent.mage_3_2.title=TODO NAME
actors.hero.talent.mage_3_2.desc=TODO DESC actors.hero.talent.mage_3_2.desc=TODO DESC
actors.hero.talent.mage_3_3.title=TODO NAME actors.hero.talent.mage_3_3.title=TODO NAME
actors.hero.talent.mage_3_3.desc=TODO DESC actors.hero.talent.mage_3_3.desc=TODO DESC
actors.hero.talent.mage_3_4.title=TODO NAME
actors.hero.talent.mage_3_4.desc=TODO DESC
#rogue #rogue
actors.hero.talent.cached_rations.title=cached rations actors.hero.talent.cached_rations.title=cached rations
@ -604,8 +592,6 @@ actors.hero.talent.body_replacement.title=body replacement
actors.hero.talent.body_replacement.desc=_+1:_ After blinking, the Rogue leaves a wooden decoy behind that has _30 health and 1-5 armor_.\n\n_+2:_ After blinking, the Rogue leaves a wooden decoy behind that has _60 health and 2-10 armor_.\n\n_+3:_ After blinking, the Rogue leaves a wooden decoy behind that has _90 health and 3-15 armor_.\n\n_+4:_ After blinking, the Rogue leaves a wooden decoy behind that has _120 health and 4-20 armor_.\n\nOnly one decoy can be active at a time. actors.hero.talent.body_replacement.desc=_+1:_ After blinking, the Rogue leaves a wooden decoy behind that has _30 health and 1-5 armor_.\n\n_+2:_ After blinking, the Rogue leaves a wooden decoy behind that has _60 health and 2-10 armor_.\n\n_+3:_ After blinking, the Rogue leaves a wooden decoy behind that has _90 health and 3-15 armor_.\n\n_+4:_ After blinking, the Rogue leaves a wooden decoy behind that has _120 health and 4-20 armor_.\n\nOnly one decoy can be active at a time.
actors.hero.talent.shadow_step.title=shadow step actors.hero.talent.shadow_step.title=shadow step
actors.hero.talent.shadow_step.desc=_+1:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _24% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+2:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _42% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+3:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _56% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+4:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _67% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents. actors.hero.talent.shadow_step.desc=_+1:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _24% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+2:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _42% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+3:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _56% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.\n\n_+4:_ If the rogue uses smoke bomb while invisible, it occurs instantly and has a _67% reduced_ charge cost, but it also doesn't blind enemies or trigger other talents.
actors.hero.talent.smoke_bomb_4.title=TODO NAME
actors.hero.talent.smoke_bomb_4.desc=TODO DESC
actors.hero.talent.rogue_2_1.title=TODO NAME actors.hero.talent.rogue_2_1.title=TODO NAME
actors.hero.talent.rogue_2_1.desc=TODO DESC actors.hero.talent.rogue_2_1.desc=TODO DESC
@ -613,8 +599,6 @@ actors.hero.talent.rogue_2_2.title=TODO NAME
actors.hero.talent.rogue_2_2.desc=TODO DESC actors.hero.talent.rogue_2_2.desc=TODO DESC
actors.hero.talent.rogue_2_3.title=TODO NAME actors.hero.talent.rogue_2_3.title=TODO NAME
actors.hero.talent.rogue_2_3.desc=TODO DESC actors.hero.talent.rogue_2_3.desc=TODO DESC
actors.hero.talent.rogue_2_4.title=TODO NAME
actors.hero.talent.rogue_2_4.desc=TODO DESC
actors.hero.talent.rogue_3_1.title=TODO NAME actors.hero.talent.rogue_3_1.title=TODO NAME
actors.hero.talent.rogue_3_1.desc=TODO DESC actors.hero.talent.rogue_3_1.desc=TODO DESC
@ -622,8 +606,6 @@ actors.hero.talent.rogue_3_2.title=TODO NAME
actors.hero.talent.rogue_3_2.desc=TODO DESC actors.hero.talent.rogue_3_2.desc=TODO DESC
actors.hero.talent.rogue_3_3.title=TODO NAME actors.hero.talent.rogue_3_3.title=TODO NAME
actors.hero.talent.rogue_3_3.desc=TODO DESC actors.hero.talent.rogue_3_3.desc=TODO DESC
actors.hero.talent.rogue_3_4.title=TODO NAME
actors.hero.talent.rogue_3_4.desc=TODO DESC
#huntress #huntress
actors.hero.talent.natures_bounty.title=nature's bounty actors.hero.talent.natures_bounty.title=nature's bounty
@ -671,8 +653,6 @@ actors.hero.talent.spectral_blades_2.title=TODO NAME
actors.hero.talent.spectral_blades_2.desc=TODO DESC actors.hero.talent.spectral_blades_2.desc=TODO DESC
actors.hero.talent.spectral_blades_3.title=TODO NAME actors.hero.talent.spectral_blades_3.title=TODO NAME
actors.hero.talent.spectral_blades_3.desc=TODO DESC actors.hero.talent.spectral_blades_3.desc=TODO DESC
actors.hero.talent.spectral_blades_4.title=TODO NAME
actors.hero.talent.spectral_blades_4.desc=TODO DESC
actors.hero.talent.huntress_2_1.title=TODO NAME actors.hero.talent.huntress_2_1.title=TODO NAME
actors.hero.talent.huntress_2_1.desc=TODO DESC actors.hero.talent.huntress_2_1.desc=TODO DESC
@ -680,8 +660,6 @@ actors.hero.talent.huntress_2_2.title=TODO NAME
actors.hero.talent.huntress_2_2.desc=TODO DESC actors.hero.talent.huntress_2_2.desc=TODO DESC
actors.hero.talent.huntress_2_3.title=TODO NAME actors.hero.talent.huntress_2_3.title=TODO NAME
actors.hero.talent.huntress_2_3.desc=TODO DESC actors.hero.talent.huntress_2_3.desc=TODO DESC
actors.hero.talent.huntress_2_4.title=TODO NAME
actors.hero.talent.huntress_2_4.desc=TODO DESC
actors.hero.talent.huntress_3_1.title=TODO NAME actors.hero.talent.huntress_3_1.title=TODO NAME
actors.hero.talent.huntress_3_1.desc=TODO DESC actors.hero.talent.huntress_3_1.desc=TODO DESC
@ -689,8 +667,17 @@ actors.hero.talent.huntress_3_2.title=TODO NAME
actors.hero.talent.huntress_3_2.desc=TODO DESC actors.hero.talent.huntress_3_2.desc=TODO DESC
actors.hero.talent.huntress_3_3.title=TODO NAME actors.hero.talent.huntress_3_3.title=TODO NAME
actors.hero.talent.huntress_3_3.desc=TODO DESC actors.hero.talent.huntress_3_3.desc=TODO DESC
actors.hero.talent.huntress_3_4.title=TODO NAME
actors.hero.talent.huntress_3_4.desc=TODO DESC #universal
actors.hero.talent.heroic_energy.title=heroic energy
actors.hero.talent.heroic_energy.desc=_+1:_ The hero's armor ability has a _13% reduced_ charge cost.\n\n_+2:_ The hero's armor ability has a _24% reduced_ charge cost.\n\n_+3:_ The hero's armor ability has a _34% reduced_ charge cost.\n\n_+4:_ The hero's armor ability has a _43% reduced_ charge cost
actors.hero.talent.rk_1.title=TODO NAME
actors.hero.talent.rk_1.desc=TODO DESC
actors.hero.talent.rk_2.title=TODO NAME
actors.hero.talent.rk_2.desc=TODO DESC
actors.hero.talent.rk_3.title=TODO NAME
actors.hero.talent.rk_3.desc=TODO DESC

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@ -79,11 +79,11 @@ public enum Talent {
//Gladiator T3 //Gladiator T3
CLEAVE(14, 3), LETHAL_DEFENSE(15, 3), ENHANCED_COMBO(16, 3), CLEAVE(14, 3), LETHAL_DEFENSE(15, 3), ENHANCED_COMBO(16, 3),
//Heroic Leap T4 //Heroic Leap T4
BODY_SLAM(17, 4), IMPACT_WAVE(18, 4), DOUBLE_JUMP(19, 4), HEROIC_LEAP_4(20, 4), BODY_SLAM(17, 4), IMPACT_WAVE(18, 4), DOUBLE_JUMP(19, 4),
//Shockwave T4 //Shockwave T4
EXPANDING_WAVE(21, 4), STRIKING_WAVE(22, 4), SHOCK_FORCE(23, 4), WARRIOR_2_4(24, 4), EXPANDING_WAVE(20, 4), STRIKING_WAVE(21, 4), SHOCK_FORCE(22, 4),
//??? T4 //??? T4
WARRIOR_3_1(25, 4), WARRIOR_3_2(26, 4), WARRIOR_3_3(27, 4), WARRIOR_3_4(28, 4), WARRIOR_3_1(23, 4), WARRIOR_3_2(24, 4), WARRIOR_3_3(25, 4),
//Mage T1 //Mage T1
EMPOWERING_MEAL(32), SCHOLARS_INTUITION(33), TESTED_HYPOTHESIS(34), BACKUP_BARRIER(35), EMPOWERING_MEAL(32), SCHOLARS_INTUITION(33), TESTED_HYPOTHESIS(34), BACKUP_BARRIER(35),
@ -96,11 +96,11 @@ public enum Talent {
//Warlock T3 //Warlock T3
SOUL_EATER(46, 3), SOUL_SIPHON(47, 3), NECROMANCERS_MINIONS(48, 3), SOUL_EATER(46, 3), SOUL_SIPHON(47, 3), NECROMANCERS_MINIONS(48, 3),
//Molten Earth T4 //Molten Earth T4
MOLTEN_EARTH_1(49, 4), MOLTEN_EARTH_2(50, 4), MOLTEN_EARTH_3(51, 4), MOLTEN_EARTH_4(52, 4), MOLTEN_EARTH_1(49, 4), MOLTEN_EARTH_2(50, 4), MOLTEN_EARTH_3(51, 4),
//??? T4 //??? T4
MAGE_2_1(53, 4), MAGE_2_2(54, 4), MAGE_2_3(55, 4), MAGE_2_4(56, 4), MAGE_2_1(52, 4), MAGE_2_2(53, 4), MAGE_2_3(54, 4),
//??? T4 //??? T4
MAGE_3_1(57, 4), MAGE_3_2(58, 4), MAGE_3_3(59, 4), MAGE_3_4(60, 4), MAGE_3_1(55, 4), MAGE_3_2(56, 4), MAGE_3_3(57, 4),
//Rogue T1 //Rogue T1
CACHED_RATIONS(64), THIEFS_INTUITION(65), SUCKER_PUNCH(66), PROTECTIVE_SHADOWS(67), CACHED_RATIONS(64), THIEFS_INTUITION(65), SUCKER_PUNCH(66), PROTECTIVE_SHADOWS(67),
@ -113,11 +113,11 @@ public enum Talent {
//Freerunner T3 //Freerunner T3
EVASIVE_ARMOR(78, 3), PROJECTILE_MOMENTUM(79, 3), SPEEDY_STEALTH(80, 3), EVASIVE_ARMOR(78, 3), PROJECTILE_MOMENTUM(79, 3), SPEEDY_STEALTH(80, 3),
//Smoke Bomb T4 //Smoke Bomb T4
HASTY_RETREAT(81, 4), BODY_REPLACEMENT(82, 4), SHADOW_STEP(83, 4), SMOKE_BOMB_4(84, 4), HASTY_RETREAT(81, 4), BODY_REPLACEMENT(82, 4), SHADOW_STEP(83, 4),
//??? T4 //??? T4
ROGUE_2_1(85, 4), ROGUE_2_2(86, 4), ROGUE_2_3(87, 4), ROGUE_2_4(88, 4), ROGUE_2_1(84, 4), ROGUE_2_2(85, 4), ROGUE_2_3(86, 4),
//??? T4 //??? T4
ROGUE_3_1(89, 4), ROGUE_3_2(90, 4), ROGUE_3_3(91, 4), ROGUE_3_4(92, 4), ROGUE_3_1(87, 4), ROGUE_3_2(88, 4), ROGUE_3_3(89, 4),
//Huntress T1 //Huntress T1
NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99), NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99),
@ -130,11 +130,16 @@ public enum Talent {
//Warden T3 //Warden T3
DURABLE_TIPS(110, 3), BARKSKIN(111, 3), SHIELDING_DEW(112, 3), DURABLE_TIPS(110, 3), BARKSKIN(111, 3), SHIELDING_DEW(112, 3),
//Spectral Blades T4 //Spectral Blades T4
SPECTRAL_BLADES_1(113, 4), SPECTRAL_BLADES_2(114, 4), SPECTRAL_BLADES_3(115, 4), SPECTRAL_BLADES_4(116, 4), SPECTRAL_BLADES_1(113, 4), SPECTRAL_BLADES_2(114, 4), SPECTRAL_BLADES_3(115, 4),
//??? T4 //??? T4
HUNTRESS_2_1(117, 4), HUNTRESS_2_2(118, 4), HUNTRESS_2_3(119, 4), HUNTRESS_2_4(120, 4), HUNTRESS_2_1(116, 4), HUNTRESS_2_2(117, 4), HUNTRESS_2_3(118, 4),
//??? T4 //??? T4
HUNTRESS_3_1(121, 4), HUNTRESS_3_2(122, 4), HUNTRESS_3_3(123, 4), HUNTRESS_3_4(124, 4); HUNTRESS_3_1(119, 4), HUNTRESS_3_2(120, 4), HUNTRESS_3_3(121, 4),
//universal T4
HEROIC_ENERGY(123, 4),
//??? T4
RK_1(125, 4), RK_2(126, 4), RK_3(127, 4);
public static class ImprovisedProjectileCooldown extends FlavourBuff{}; public static class ImprovisedProjectileCooldown extends FlavourBuff{};
public static class LethalMomentumTracker extends FlavourBuff{}; public static class LethalMomentumTracker extends FlavourBuff{};

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@ -56,7 +56,12 @@ public abstract class ArmorAbility implements Bundlable {
} }
public float chargeUse( Hero hero ){ public float chargeUse( Hero hero ){
return 35; float chargeUse = 35;
if (hero.hasTalent(Talent.HEROIC_ENERGY)){
//reduced charge use by 13%/24%/34%/43%
chargeUse *= Math.pow( 0.869, hero.pointsInTalent(Talent.HEROIC_ENERGY));
}
return chargeUse;
} }
protected abstract void activate( ClassArmor armor, Hero hero, Integer target ); protected abstract void activate( ClassArmor armor, Hero hero, Integer target );

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@ -35,6 +35,6 @@ public class Huntress2 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.HUNTRESS_2_1, Talent.HUNTRESS_2_2, Talent.HUNTRESS_2_3, Talent.HUNTRESS_2_4}; return new Talent[]{Talent.HUNTRESS_2_1, Talent.HUNTRESS_2_2, Talent.HUNTRESS_2_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -35,6 +35,6 @@ public class Huntress3 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.HUNTRESS_3_1, Talent.HUNTRESS_3_2, Talent.HUNTRESS_3_3, Talent.HUNTRESS_3_4}; return new Talent[]{Talent.HUNTRESS_3_1, Talent.HUNTRESS_3_2, Talent.HUNTRESS_3_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -84,6 +84,6 @@ public class SpectralBlades extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.SPECTRAL_BLADES_1, Talent.SPECTRAL_BLADES_2, Talent.SPECTRAL_BLADES_3, Talent.SPECTRAL_BLADES_4}; return new Talent[]{Talent.SPECTRAL_BLADES_1, Talent.SPECTRAL_BLADES_2, Talent.SPECTRAL_BLADES_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -35,6 +35,6 @@ public class Mage2 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.MAGE_2_1, Talent.MAGE_2_2, Talent.MAGE_2_3, Talent.MAGE_2_4}; return new Talent[]{Talent.MAGE_2_1, Talent.MAGE_2_2, Talent.MAGE_2_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -35,6 +35,6 @@ public class Mage3 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.MAGE_3_1, Talent.MAGE_3_2, Talent.MAGE_3_3, Talent.MAGE_3_4}; return new Talent[]{Talent.MAGE_3_1, Talent.MAGE_3_2, Talent.MAGE_3_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -68,6 +68,6 @@ public class MoltenEarth extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.MOLTEN_EARTH_1, Talent.MOLTEN_EARTH_2, Talent.MOLTEN_EARTH_3, Talent.MOLTEN_EARTH_4}; return new Talent[]{Talent.MOLTEN_EARTH_1, Talent.MOLTEN_EARTH_2, Talent.MOLTEN_EARTH_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -35,6 +35,6 @@ public class Rogue2 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.ROGUE_2_1, Talent.ROGUE_2_2, Talent.ROGUE_2_3, Talent.ROGUE_2_4}; return new Talent[]{Talent.ROGUE_2_1, Talent.ROGUE_2_2, Talent.ROGUE_2_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -35,6 +35,6 @@ public class Rogue3 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.ROGUE_3_1, Talent.ROGUE_3_2, Talent.ROGUE_3_3, Talent.ROGUE_3_4}; return new Talent[]{Talent.ROGUE_3_1, Talent.ROGUE_3_2, Talent.ROGUE_3_3, Talent.HEROIC_ENERGY};
} }
} }

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@ -61,8 +61,8 @@ public class SmokeBomb extends ArmorAbility {
if (!hero.hasTalent(Talent.SHADOW_STEP) || hero.invisible <= 0){ if (!hero.hasTalent(Talent.SHADOW_STEP) || hero.invisible <= 0){
return super.chargeUse(hero); return super.chargeUse(hero);
} else { } else {
//reduced charge cost by 24%/42%/56%/67% //reduced charge use by 24%/42%/56%/67%
return (float)(35f * Math.pow(0.76, hero.pointsInTalent(Talent.SHADOW_STEP))); return (float)(super.chargeUse(hero) * Math.pow(0.76, hero.pointsInTalent(Talent.SHADOW_STEP)));
} }
} }
@ -130,7 +130,7 @@ public class SmokeBomb extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.HASTY_RETREAT, Talent.BODY_REPLACEMENT, Talent.SHADOW_STEP, Talent.SMOKE_BOMB_4}; return new Talent[]{Talent.HASTY_RETREAT, Talent.BODY_REPLACEMENT, Talent.SHADOW_STEP, Talent.HEROIC_ENERGY};
} }
public static class NinjaLog extends NPC { public static class NinjaLog extends NPC {

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@ -50,9 +50,9 @@ public class HeroicLeap extends ArmorAbility {
@Override @Override
public float chargeUse( Hero hero ) { public float chargeUse( Hero hero ) {
float chargeUse = 35; float chargeUse = super.chargeUse(hero);
if (hero.buff(DoubleJumpTracker.class) != null){ if (hero.buff(DoubleJumpTracker.class) != null){
//reduced charge by 24%/42%/56%/67% //reduced charge use by 24%/42%/56%/67%
chargeUse *= Math.pow(0.76, hero.pointsInTalent(Talent.DOUBLE_JUMP)); chargeUse *= Math.pow(0.76, hero.pointsInTalent(Talent.DOUBLE_JUMP));
} }
return chargeUse; return chargeUse;
@ -121,6 +121,6 @@ public class HeroicLeap extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.BODY_SLAM, Talent.IMPACT_WAVE, Talent.DOUBLE_JUMP, Talent.HEROIC_LEAP_4}; return new Talent[]{Talent.BODY_SLAM, Talent.IMPACT_WAVE, Talent.DOUBLE_JUMP, Talent.HEROIC_ENERGY};
} }
} }

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@ -62,7 +62,7 @@ public class Shockwave extends ArmorAbility {
} }
hero.busy(); hero.busy();
//armor.charge -= chargeUse(hero); armor.charge -= chargeUse(hero);
Item.updateQuickslot(); Item.updateQuickslot();
Ballistica aim = new Ballistica(hero.pos, target, Ballistica.WONT_STOP); Ballistica aim = new Ballistica(hero.pos, target, Ballistica.WONT_STOP);
@ -133,6 +133,6 @@ public class Shockwave extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.EXPANDING_WAVE, Talent.STRIKING_WAVE, Talent.SHOCK_FORCE, Talent.WARRIOR_2_4}; return new Talent[]{Talent.EXPANDING_WAVE, Talent.STRIKING_WAVE, Talent.SHOCK_FORCE, Talent.HEROIC_ENERGY};
} }
} }

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@ -35,6 +35,6 @@ public class Warrior3 extends ArmorAbility {
@Override @Override
public Talent[] talents() { public Talent[] talents() {
return new Talent[]{Talent.WARRIOR_3_1, Talent.WARRIOR_3_2, Talent.WARRIOR_3_3, Talent.WARRIOR_3_4}; return new Talent[]{Talent.WARRIOR_3_1, Talent.WARRIOR_3_2, Talent.WARRIOR_3_3, Talent.HEROIC_ENERGY};
} }
} }