v0.9.1: implemented the arcane vision talent
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@ -38,6 +38,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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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.artifacts.TalismanOfForesight;
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import com.shatteredpixel.shatteredpixeldungeon.items.bags.Bag;
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import com.shatteredpixel.shatteredpixeldungeon.items.bags.Bag;
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import com.shatteredpixel.shatteredpixeldungeon.items.bags.MagicalHolster;
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import com.shatteredpixel.shatteredpixeldungeon.items.bags.MagicalHolster;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
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@ -175,7 +176,13 @@ public abstract class Wand extends Item {
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processSoulMark(target, buffedLvl(), chargesUsed);
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processSoulMark(target, buffedLvl(), chargesUsed);
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}
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}
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//TODO some naming issues here. Consider renaming this method and externalizing char awareness buff
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protected static void processSoulMark(Char target, int wandLevel, int chargesUsed){
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protected static void processSoulMark(Char target, int wandLevel, int chargesUsed){
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if (Dungeon.hero.hasTalent(Talent.ARCANE_VISION)) {
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int dur = 5 + 5*Dungeon.hero.pointsInTalent(Talent.ARCANE_VISION);
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Buff.affect(Dungeon.hero, TalismanOfForesight.CharAwareness.class, dur).charID = target.id();
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}
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if (target != Dungeon.hero &&
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if (target != Dungeon.hero &&
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Dungeon.hero.subClass == HeroSubClass.WARLOCK &&
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Dungeon.hero.subClass == HeroSubClass.WARLOCK &&
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//standard 1 - 0.92^x chance, plus 7%. Starts at 15%
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//standard 1 - 0.92^x chance, plus 7%. Starts at 15%
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