v0.9.2: implemented the soul siphon talent
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@ -357,6 +357,8 @@ actors.hero.talent.arcane_vision.title=arcane vision
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actors.hero.talent.arcane_vision.desc=_+1:_ When the Mage zaps an enemy, he gains mind vision on them for _10 turns_.\n\n_+2:_ When the Mage zaps an enemy, he gains mind vision on them for _15 turns_.
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actors.hero.talent.shield_battery.title=shield battery
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actors.hero.talent.shield_battery.desc=_+1:_ The Mage can self-target with a wand to convert its charges into shielding at a rate of _5% max HP per charge_.\n\n_+2:_ The Mage can self-target with a wand to convert its charges into shielding at a rate of _7.5% max HP per charge_.
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actors.hero.talent.soul_siphon.title=soul siphon
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actors.hero.talent.soul_siphon.desc=_+1:_ Melee damage dealt by other characters triggers the Warlock's soul mark at _15% effectiveness_.\n\n_+2:_ Melee damage dealt by other characters triggers the Warlock's soul mark at _30% effectiveness_.\n\n_+3:_ Melee damage dealt by other characters triggers the Warlock's soul mark at _45% effectiveness_.
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actors.hero.talent.cached_rations.title=cached rations
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actors.hero.talent.cached_rations.desc=_+1:_ The Rogue can find _4 small rations_ placed in chests while he explores the earlier stages of the dungeon.\n\n_+2:_ The Rogue can find _6 small rations_ placed in chests while he explores the earlier stages of the the dungeon.
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@ -86,7 +86,7 @@ public enum Talent {
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//Battlemage T3
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BATTLEMAGE_T3_1(43, 3), BATTLEMAGE_T3_2(44, 3), BATTLEMAGE_T3_3(45, 3),
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//Warlock T3
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WARLOCK_T3_1(46, 3), WARLOCK_T3_2(47, 3), WARLOCK_T3_3(48, 3),
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SOUL_SIPHON(46, 3), WARLOCK_T3_2(47, 3), WARLOCK_T3_3(48, 3),
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//Rogue T1
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CACHED_RATIONS(64), THIEFS_INTUITION(65), SUCKER_PUNCH(66), PROTECTIVE_SHADOWS(67),
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@ -465,7 +465,7 @@ public enum Talent {
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Collections.addAll(tierTalents, BATTLEMAGE_T3_1, BATTLEMAGE_T3_2, BATTLEMAGE_T3_3);
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break;
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case WARLOCK:
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Collections.addAll(tierTalents, WARLOCK_T3_1, WARLOCK_T3_2, WARLOCK_T3_3);
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Collections.addAll(tierTalents, SOUL_SIPHON, WARLOCK_T3_2, WARLOCK_T3_3);
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break;
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case ASSASSIN:
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Collections.addAll(tierTalents, ASSASSIN_T3_1, ASSASSIN_T3_2, ASSASSIN_T3_3);
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@ -594,12 +594,13 @@ public abstract class Mob extends Char {
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//physical damage that doesn't come from the hero is less effective
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if (enemy != Dungeon.hero){
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restoration = Math.round(restoration * 0.4f);
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restoration = Math.round(restoration * 0.15f*Dungeon.hero.pointsInTalent(Talent.SOUL_SIPHON));
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}
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if (restoration > 0) {
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Buff.affect(Dungeon.hero, Hunger.class).satisfy(restoration);
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Dungeon.hero.HP = (int)Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP+(restoration*0.4f)));
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Dungeon.hero.sprite.emitter().burst( Speck.factory(Speck.HEALING), 1 );
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Dungeon.hero.HP = (int) Math.ceil(Math.min(Dungeon.hero.HT, Dungeon.hero.HP + (restoration * 0.4f)));
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Dungeon.hero.sprite.emitter().burst(Speck.factory(Speck.HEALING), 1);
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}
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}
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return damage;
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