v0.9.1b: exploit fixes / QOL improvements to rogue's foresight
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@ -371,7 +371,7 @@ actors.hero.talent.wide_search.desc=_+1:_ The Rogue’s search radius is increas
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actors.hero.talent.silent_steps.title=silent steps
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actors.hero.talent.silent_steps.title=silent steps
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actors.hero.talent.silent_steps.desc=_+1:_ The Rogue will not wake sleeping enemies while he is _3 or more tiles away from them_.\n\n_+2:_ The Rogue will not wake sleeping enemies while he is _not adjacent to them_.
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actors.hero.talent.silent_steps.desc=_+1:_ The Rogue will not wake sleeping enemies while he is _3 or more tiles away from them_.\n\n_+2:_ The Rogue will not wake sleeping enemies while he is _not adjacent to them_.
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actors.hero.talent.rogues_foresight.title=rogue's foresight
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actors.hero.talent.rogues_foresight.title=rogue's foresight
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actors.hero.talent.rogues_foresight.desc=_+1:_ When he first enters a level with a secret room, the Rogue has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When he first enters a level with a secret room, the Rogue has a _75% chance to notice_ that the level contains a secret.
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actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret.
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actors.hero.talent.natures_bounty.title=nature's bounty
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actors.hero.talent.natures_bounty.title=nature's bounty
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actors.hero.talent.natures_bounty.desc=_+1:_ The Huntress can find _4 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.\n\n_+2:_ The Huntress can find _6 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.
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actors.hero.talent.natures_bounty.desc=_+1:_ The Huntress can find _4 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.\n\n_+2:_ The Huntress can find _6 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.
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@ -468,18 +468,6 @@ public class GameScene extends PixelScene {
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}
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}
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}
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}
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}
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}
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if (Dungeon.hero.hasTalent(Talent.ROGUES_FORESIGHT)
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&& Dungeon.level instanceof RegularLevel){
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int reqSecrets = Dungeon.level.feeling == Level.Feeling.SECRETS ? 2 : 1;
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for (Room r : ((RegularLevel) Dungeon.level).rooms()){
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if (r instanceof SecretRoom) reqSecrets--;
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}
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//50%/75% chance
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if (reqSecrets <= 0 && Random.Int(4) <= Dungeon.hero.pointsInTalent(Talent.ROGUES_FORESIGHT)){
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GLog.p(Messages.get(this, "secret_hint"));
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}
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}
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} else if (InterlevelScene.mode == InterlevelScene.Mode.RESET) {
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} else if (InterlevelScene.mode == InterlevelScene.Mode.RESET) {
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GLog.h(Messages.get(this, "warp"));
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GLog.h(Messages.get(this, "warp"));
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@ -487,6 +475,21 @@ public class GameScene extends PixelScene {
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GLog.h(Messages.get(this, "return"), Dungeon.depth);
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GLog.h(Messages.get(this, "return"), Dungeon.depth);
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}
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}
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if (Dungeon.hero.hasTalent(Talent.ROGUES_FORESIGHT)
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&& Dungeon.level instanceof RegularLevel){
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int reqSecrets = Dungeon.level.feeling == Level.Feeling.SECRETS ? 2 : 1;
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for (Room r : ((RegularLevel) Dungeon.level).rooms()){
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if (r instanceof SecretRoom) reqSecrets--;
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}
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//50%/75% chance, use level's seed so that we get the same result for the same level
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Random.pushGenerator(Dungeon.seedCurDepth());
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if (reqSecrets <= 0 && Random.Int(4) <= Dungeon.hero.pointsInTalent(Talent.ROGUES_FORESIGHT)){
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GLog.p(Messages.get(this, "secret_hint"));
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}
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Random.popGenerator();
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}
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boolean unspentTalents = false;
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boolean unspentTalents = false;
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for (int i = 1; i <= Dungeon.hero.talents.size(); i++){
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for (int i = 1; i <= Dungeon.hero.talents.size(); i++){
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if (Dungeon.hero.talentPointsAvailable(i) > 0){
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if (Dungeon.hero.talentPointsAvailable(i) > 0){
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