v0.4.0: lots more curse implementation
This commit is contained in:
parent
909e3bc445
commit
b8f6881830
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@ -46,13 +46,13 @@ import java.util.HashMap;
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public class Generator {
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public class Generator {
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public static enum Category {
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public static enum Category {
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WEAPON ( 150, Weapon.class ),
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WEAPON ( 100, Weapon.class ),
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WEP_T1 ( 0, Weapon.class),
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WEP_T1 ( 0, Weapon.class),
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WEP_T2 ( 0, Weapon.class),
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WEP_T2 ( 0, Weapon.class),
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WEP_T3 ( 0, Weapon.class),
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WEP_T3 ( 0, Weapon.class),
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WEP_T4 ( 0, Weapon.class),
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WEP_T4 ( 0, Weapon.class),
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WEP_T5 ( 0, Weapon.class),
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WEP_T5 ( 0, Weapon.class),
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ARMOR ( 100, Armor.class ),
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ARMOR ( 60, Armor.class ),
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POTION ( 500, Potion.class ),
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POTION ( 500, Potion.class ),
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SCROLL ( 400, Scroll.class ),
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SCROLL ( 400, Scroll.class ),
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WAND ( 40, Wand.class ),
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WAND ( 40, Wand.class ),
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@ -31,6 +31,9 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle
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import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
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import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
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import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.AntiEntropy;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Displacement;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Metabolism;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Stench;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Stench;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Affection;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Affection;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
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@ -422,7 +425,7 @@ public class Armor extends EquipableItem {
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2, 2, 2 };
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2, 2, 2 };
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private static final Class<?>[] curses = new Class<?>[]{
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private static final Class<?>[] curses = new Class<?>[]{
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Stench.class
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AntiEntropy.class, Displacement.class, Metabolism.class, Stench.class
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};
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};
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public abstract int proc( Armor armor, Char attacker, Char defender, int damage );
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public abstract int proc( Armor armor, Char attacker, Char defender, int damage );
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@ -18,7 +18,7 @@
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* You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs;
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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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.Buff;
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@ -35,18 +35,18 @@ import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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public class AntiEntropy extends Glyph {
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public class AntiEntropy extends Glyph {
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private static ItemSprite.Glowing BLUE = new ItemSprite.Glowing( 0x0000FF );
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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@Override
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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int level = Math.max( 0, armor.level() );
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if (Random.Int( 8 ) == 0) {
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if (Level.adjacent( attacker.pos, defender.pos ) && Random.Int( level + 6 ) >= 5) {
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if (Level.adjacent( attacker.pos, defender.pos )) {
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Buff.prolong(attacker, Frost.class, Frost.duration(attacker) * Random.Float(0.5f, 1f));
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Buff.prolong( attacker, Frost.class, Frost.duration( attacker ) * Random.Float( 1f, 1.5f ));
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CellEmitter.get(attacker.pos).start(SnowParticle.FACTORY, 0.2f, 6);
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CellEmitter.get( attacker.pos ).start( SnowParticle.FACTORY, 0.2f, 6 );
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}
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Buff.affect( defender, Burning.class ).reignite( defender );
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Buff.affect( defender, Burning.class ).reignite( defender );
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defender.sprite.emitter().burst( FlameParticle.FACTORY, 5 );
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defender.sprite.emitter().burst( FlameParticle.FACTORY, 5 );
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@ -58,6 +58,11 @@ public class AntiEntropy extends Glyph {
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@Override
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@Override
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public Glowing glowing() {
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public Glowing glowing() {
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return BLUE;
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return BLACK;
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}
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@Override
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public boolean curse() {
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return true;
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}
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}
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}
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}
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@ -0,0 +1,54 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.watabou.utils.Random;
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public class Displacement extends Armor.Glyph {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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public int proc(Armor armor, Char attacker, Char defender, int damage ) {
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if (defender == Dungeon.hero && Random.Int(20) == 0){
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ScrollOfTeleportation.teleportHero(Dungeon.hero);
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return 0;
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}
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return damage;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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@Override
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public boolean curse() {
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return true;
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}
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}
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@ -18,7 +18,7 @@
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* You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs;
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package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Hunger;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Hunger;
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@ -32,16 +32,16 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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public class Metabolism extends Glyph {
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public class Metabolism extends Glyph {
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private static ItemSprite.Glowing RED = new ItemSprite.Glowing( 0xCC0000 );
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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@Override
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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int level = Math.max( 0, armor.level() );
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if (Random.Int( 6 ) == 0) {
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if (Random.Int( level / 2 + 5 ) >= 4) {
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//assumes using up 10% of starving, and healing of 1 hp per 10 turns;
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int healing = Math.min( defender.HT - defender.HP, Random.Int( 1, defender.HT / 5 ) );
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int healing = Math.min((int)Hunger.STARVING/100, defender.HT - defender.HP);
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if (healing > 0) {
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if (healing > 0) {
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@ -49,7 +49,7 @@ public class Metabolism extends Glyph {
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if (hunger != null && !hunger.isStarving()) {
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if (hunger != null && !hunger.isStarving()) {
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hunger.reduceHunger( -Hunger.STARVING / 10 );
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hunger.reduceHunger( healing * -10 );
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BuffIndicator.refreshHero();
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BuffIndicator.refreshHero();
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defender.HP += healing;
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defender.HP += healing;
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@ -65,6 +65,11 @@ public class Metabolism extends Glyph {
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@Override
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@Override
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public Glowing glowing() {
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public Glowing glowing() {
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return RED;
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return BLACK;
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}
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@Override
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public boolean curse() {
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return true;
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}
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}
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}
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}
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@ -35,7 +35,7 @@ public class Stench extends Armor.Glyph {
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@Override
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@Override
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public int proc(Armor armor, Char attacker, Char defender, int damage) {
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public int proc(Armor armor, Char attacker, Char defender, int damage) {
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if ( Random.Int( 6 ) == 0) {
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if ( Random.Int( 8 ) == 0) {
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GameScene.add( Blob.seed( attacker.pos, 250, ToxicGas.class ) );
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GameScene.add( Blob.seed( attacker.pos, 250, ToxicGas.class ) );
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@ -31,6 +31,8 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Annoying;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Exhausting;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Fragile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Fragile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Wayward;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Wayward;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
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@ -274,7 +276,7 @@ abstract public class Weapon extends KindOfWeapon {
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2, 2, 2 };
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2, 2, 2 };
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private static final Class<?>[] curses = new Class<?>[]{
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private static final Class<?>[] curses = new Class<?>[]{
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Fragile.class, Wayward.class
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Annoying.class, Exhausting.class, Fragile.class, Wayward.class
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};
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};
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public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
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public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
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@ -0,0 +1,66 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
|
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
|
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Random;
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public class Annoying extends Weapon.Enchantment {
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@Override
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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if (Random.Int(20) == 0) {
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for (Mob mob : Dungeon.level.mobs.toArray(new Mob[0])) {
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mob.beckon(attacker.pos);
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}
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attacker.sprite.centerEmitter().start(Speck.factory(Speck.SCREAM), 0.3f, 3);
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Sample.INSTANCE.play(Assets.SND_MIMIC);
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Invisibility.dispel();
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GLog.n(Messages.get(this, "msg_" + (Random.Int(5)+1)));
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}
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return damage;
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}
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@Override
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public boolean curse() {
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return true;
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return BLACK;
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}
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}
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@ -0,0 +1,54 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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||||||
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* Copyright (C) 2014-2016 Evan Debenham
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||||||
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*
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* This program is free software: you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This program is distributed in the hope that it will be useful,
|
||||||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
* GNU General Public License for more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License
|
||||||
|
* along with this program. If not, see <http://www.gnu.org/licenses/>
|
||||||
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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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.Weakness;
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||||||
|
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
|
||||||
|
import com.watabou.utils.Random;
|
||||||
|
|
||||||
|
public class Exhausting extends Weapon.Enchantment {
|
||||||
|
|
||||||
|
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
|
||||||
|
|
||||||
|
if (attacker == Dungeon.hero && Random.Int(20) == 0) {
|
||||||
|
Buff.affect(attacker, Weakness.class, Random.Float(5f, 25f));
|
||||||
|
}
|
||||||
|
|
||||||
|
return damage;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean curse() {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public ItemSprite.Glowing glowing() {
|
||||||
|
return BLACK;
|
||||||
|
}
|
||||||
|
}
|
|
@ -77,8 +77,7 @@ public class MeleeWeapon extends Weapon {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//defense-granting weapons include the DR amount, otherwise the value is discarded.
|
String stats_desc = Messages.get(this, "stats_desc");
|
||||||
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;
|
||||||
|
|
||||||
switch (imbue) {
|
switch (imbue) {
|
||||||
|
|
|
@ -53,7 +53,7 @@ public class ArmoryPainter extends Painter {
|
||||||
set( level, statue, Terrain.STATUE );
|
set( level, statue, Terrain.STATUE );
|
||||||
}
|
}
|
||||||
|
|
||||||
int n = Random.IntRange( 2, 3 );
|
int n = Random.IntRange( 1, 2 );
|
||||||
for (int i=0; i < n; i++) {
|
for (int i=0; i < n; i++) {
|
||||||
int pos;
|
int pos;
|
||||||
do {
|
do {
|
||||||
|
|
|
@ -1,6 +1,15 @@
|
||||||
###armor curses
|
###armor curses
|
||||||
|
items.armor.curses.antientropy.name=%s of anti-entropy
|
||||||
|
items.armor.curses.antientropy.desc=Anti-entropy curse works against the forces of the universe, pulling energy away from the attacker and into the wearer. This breifly freezes the attacker, but sets the wearer on fire!
|
||||||
|
|
||||||
|
items.armor.curses.displacement.name=%s of displacement
|
||||||
|
items.armor.curses.displacement.desc=The curse of displacement attempts to move the wearer to safety when they are attacked. It is a bit too effective however, randomly teleporting the user around the level.
|
||||||
|
|
||||||
|
items.armor.curses.metabolism.name=%s of metabolism
|
||||||
|
items.armor.curses.metabolism.desc=The metabolism curse directly converts satiety into health when the wearer is injured, quickly causing starvation.
|
||||||
|
|
||||||
items.armor.curses.stench.name=%s of stench
|
items.armor.curses.stench.name=%s of stench
|
||||||
items.armor.curses.stench.desc=
|
items.armor.curses.stench.desc=Armor cursed with stench will releaes clouds of noxious gas, which is hazardous to everything caught in the cloud.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -8,9 +17,6 @@ items.armor.curses.stench.desc=
|
||||||
items.armor.glyphs.affection.name=%s of affection
|
items.armor.glyphs.affection.name=%s of affection
|
||||||
items.armor.glyphs.affection.desc=This powerful glyph manipulates the mind of attackers, charming them temporarily.
|
items.armor.glyphs.affection.desc=This powerful glyph manipulates the mind of attackers, charming them temporarily.
|
||||||
|
|
||||||
items.armor.glyphs.antientropy.name=%s of anti-entropy
|
|
||||||
items.armor.glyphs.antientropy.desc=
|
|
||||||
|
|
||||||
items.armor.glyphs.antimagic.name=%s of anti-magic
|
items.armor.glyphs.antimagic.name=%s of anti-magic
|
||||||
items.armor.glyphs.antimagic.desc=This powerful glyph allows armor to apply its defence to most magical attacks as well as phyical ones.
|
items.armor.glyphs.antimagic.desc=This powerful glyph allows armor to apply its defence to most magical attacks as well as phyical ones.
|
||||||
|
|
||||||
|
@ -26,9 +32,6 @@ items.armor.glyphs.entanglement.desc=This glyph grows earthroot around the weare
|
||||||
items.armor.glyphs.flow.name=%s of flow
|
items.armor.glyphs.flow.name=%s of flow
|
||||||
items.armor.glyphs.flow.desc=This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.
|
items.armor.glyphs.flow.desc=This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.
|
||||||
|
|
||||||
items.armor.glyphs.metabolism.name=%s of metabolism
|
|
||||||
items.armor.glyphs.metabolism.desc=
|
|
||||||
|
|
||||||
items.armor.glyphs.multiplicity.name=%s of multiplicity
|
items.armor.glyphs.multiplicity.name=%s of multiplicity
|
||||||
items.armor.glyphs.multiplicity.rankings_desc=Killed by: glyph of multiplicity
|
items.armor.glyphs.multiplicity.rankings_desc=Killed by: glyph of multiplicity
|
||||||
items.armor.glyphs.multiplicity.desc=
|
items.armor.glyphs.multiplicity.desc=
|
||||||
|
@ -696,18 +699,21 @@ items.wands.wandofvenom.desc=This wand has a purple body which opens to a brilli
|
||||||
|
|
||||||
###weapon curses
|
###weapon curses
|
||||||
items.weapon.curses.annoying.name=annoying %s
|
items.weapon.curses.annoying.name=annoying %s
|
||||||
items.weapon.curses.annoying.msg_1=
|
items.weapon.curses.annoying.msg_1=OOH, ARE WE FIGHTING SOMETHING!?
|
||||||
items.weapon.curses.annoying.msg_2=
|
items.weapon.curses.annoying.msg_2=YEAH, GET THEM!
|
||||||
items.weapon.curses.annoying.msg_3=
|
items.weapon.curses.annoying.msg_3=HEY, LISTEN!
|
||||||
items.weapon.curses.annoying.msg_4=
|
items.weapon.curses.annoying.msg_4=ARE WE AT THE BOSS YET!?
|
||||||
items.weapon.curses.annoying.msg_5=
|
items.weapon.curses.annoying.msg_5=OUCH, DON'T SWING ME SO HARD!
|
||||||
items.weapon.curses.annoying.desc=
|
items.weapon.curses.annoying.desc=Annoying weapons just want to help. unfortunatley that help comes in the form of a loud voice which attracts enemies.
|
||||||
|
|
||||||
|
items.weapon.curses.exhausting.name=exhausting %s
|
||||||
|
items.weapon.curses.exhausting.desc=Exhausting weapons take great effort to use, and will periodically weaken the wearer as a result.
|
||||||
|
|
||||||
items.weapon.curses.fragile.name=fragile %s
|
items.weapon.curses.fragile.name=fragile %s
|
||||||
items.weapon.curses.fragile.desc=
|
items.weapon.curses.fragile.desc=Fragile weapons start out just as strong as their uncursed counterparts, but rapidly decrease in effectiveness as they are used.
|
||||||
|
|
||||||
items.weapon.curses.wayward.name=wayward %s
|
items.weapon.curses.wayward.name=wayward %s
|
||||||
items.weapon.curses.wayward.desc=
|
items.weapon.curses.wayward.desc=A wayward weapon has a very hard time finding its mark, making it extremely inaccurate unless the attack is garunteed to suceed.
|
||||||
|
|
||||||
|
|
||||||
###enchantments
|
###enchantments
|
||||||
|
@ -781,7 +787,7 @@ items.weapon.melee.greataxe.stats_desc=This weapon is incredibly heavy.
|
||||||
items.weapon.melee.greataxe.desc=Meant to be weilded over the shoulder, this titanic axe is a powerful as it is heavy.
|
items.weapon.melee.greataxe.desc=Meant to be weilded over the shoulder, this titanic axe is a powerful as it is heavy.
|
||||||
|
|
||||||
items.weapon.melee.greatshield.name=greatshield
|
items.weapon.melee.greatshield.name=greatshield
|
||||||
items.weapon.melee.greatshield.stats_desc=This weapon blocks up to %d damage.
|
items.weapon.melee.greatshield.stats_desc=This weapon blocks a tremendous amount of damage.
|
||||||
items.weapon.melee.greatshield.desc=More like a mobile wall than a shield, this giantic mass of metal aids defence, but doesn't leave much room for attacking.
|
items.weapon.melee.greatshield.desc=More like a mobile wall than a shield, this giantic mass of metal aids defence, but doesn't leave much room for attacking.
|
||||||
|
|
||||||
items.weapon.melee.greatsword.name=greatsword
|
items.weapon.melee.greatsword.name=greatsword
|
||||||
|
@ -825,11 +831,11 @@ 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.
|
||||||
|
|
||||||
items.weapon.melee.quarterstaff.name=quarterstaff
|
items.weapon.melee.quarterstaff.name=quarterstaff
|
||||||
items.weapon.melee.quarterstaff.stats_desc=This weapon blocks up to %d damage.
|
items.weapon.melee.quarterstaff.stats_desc=This weapon blocks some damage.
|
||||||
items.weapon.melee.quarterstaff.desc=A staff of hardwood, its ends are shod with iron.
|
items.weapon.melee.quarterstaff.desc=A staff of hardwood, its ends are shod with iron.
|
||||||
|
|
||||||
items.weapon.melee.roundshield.name=round shield
|
items.weapon.melee.roundshield.name=round shield
|
||||||
items.weapon.melee.roundshield.stats_desc=This weapon blocks up to %d damage.
|
items.weapon.melee.roundshield.stats_desc=This weapon blocks a significant amount of damage.
|
||||||
items.weapon.melee.roundshield.desc=This large shield effectively blocks attacks and makes a decent weapon in a pinch.
|
items.weapon.melee.roundshield.desc=This large shield effectively blocks attacks and makes a decent weapon in a pinch.
|
||||||
|
|
||||||
items.weapon.melee.runicblade.name=runic blade
|
items.weapon.melee.runicblade.name=runic blade
|
||||||
|
@ -837,7 +843,7 @@ items.weapon.melee.runicblade.stats_desc=This weapon benefits more from upgrades
|
||||||
items.weapon.melee.runicblade.desc=A mysterious weapon from a distant land, with a bright blue blade.
|
items.weapon.melee.runicblade.desc=A mysterious weapon from a distant land, with a bright blue blade.
|
||||||
|
|
||||||
items.weapon.melee.sai.name=sai
|
items.weapon.melee.sai.name=sai
|
||||||
items.weapon.melee.sai.stats_desc=This is a very fast weapon.\nThis weapon blocks up to %d damage.
|
items.weapon.melee.sai.stats_desc=This is a very fast weapon.\nThis weapon blocks some damage.
|
||||||
items.weapon.melee.sai.desc=Two thin blades meant to be weilded in one hand each. Excellent for parrying and swift cuts alike.
|
items.weapon.melee.sai.desc=Two thin blades meant to be weilded in one hand each. Excellent for parrying and swift cuts alike.
|
||||||
|
|
||||||
items.weapon.melee.scimitar.name=scimitar
|
items.weapon.melee.scimitar.name=scimitar
|
||||||
|
|
Loading…
Reference in New Issue
Block a user