v0.7.3: implemented two new thrown weapons
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@ -141,8 +141,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WornShortswor
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.FishingSpear;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Javelin;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Kunai;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingClub;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingHammer;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingKnife;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingSpear;
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@ -382,15 +384,17 @@ public class Generator {
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MIS_T2.classes = new Class<?>[]{
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FishingSpear.class,
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ThrowingClub.class,
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Shuriken.class
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};
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MIS_T2.probs = new float[]{ 4, 3 };
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MIS_T2.probs = new float[]{ 6, 5, 4 };
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MIS_T3.classes = new Class<?>[]{
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ThrowingSpear.class,
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Kunai.class,
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Bolas.class
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};
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MIS_T3.probs = new float[]{ 4, 3 };
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MIS_T3.probs = new float[]{ 6, 5, 4 };
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MIS_T4.classes = new Class<?>[]{
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Javelin.class,
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@ -0,0 +1,68 @@
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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) 2014-2019 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.missiles;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.utils.Random;
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public class Kunai extends MissileWeapon {
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{
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image = ItemSpriteSheet.KUNAI;
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tier = 3;
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baseUses = 5;
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}
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private Char enemy;
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@Override
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protected void onThrow(int cell) {
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enemy = Actor.findChar(cell);
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super.onThrow(cell);
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}
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@Override
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public int damageRoll(Char owner) {
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if (owner instanceof Hero) {
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Hero hero = (Hero)owner;
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) {
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//deals 60% toward max to max on surprise, instead of min to max.
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int diff = max() - min();
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int damage = augment.damageFactor(Random.NormalIntRange(
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min() + Math.round(diff*0.6f),
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max()));
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int exStr = hero.STR() - STRReq();
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if (exStr > 0) {
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damage += Random.IntRange(0, exStr);
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}
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return damage;
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}
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}
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return super.damageRoll(owner);
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}
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}
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@ -0,0 +1,41 @@
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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) 2014-2019 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.missiles;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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public class ThrowingClub extends MissileWeapon {
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{
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image = ItemSpriteSheet.THROWING_CLUB;
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tier = 2;
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baseUses = 15;
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sticky = false;
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}
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@Override
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public int max(int lvl) {
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return 4 * tier + //8 base, down from 10
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(tier) * lvl; //scaling unchanged
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}
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}
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@ -29,6 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.FishingSpear;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Javelin;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Kunai;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingKnife;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingSpear;
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@ -85,6 +86,7 @@ public class MissileSprite extends ItemSprite implements Tweener.Listener {
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ANGULAR_SPEEDS.put(ThrowingKnife.class, 0);
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ANGULAR_SPEEDS.put(FishingSpear.class, 0);
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ANGULAR_SPEEDS.put(ThrowingSpear.class, 0);
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ANGULAR_SPEEDS.put(Kunai.class, 0);
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ANGULAR_SPEEDS.put(Javelin.class, 0);
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ANGULAR_SPEEDS.put(Trident.class, 0);
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@ -1382,15 +1382,15 @@ items.weapon.missiles.boomerang.name=boomerang
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items.weapon.missiles.boomerang.desc=Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower.
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items.weapon.missiles.boomerang.durability=Due to its solid construction, this boomerang will not break from use.
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items.weapon.missiles.curaredart.name=curare dart
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items.weapon.missiles.curaredart.desc=These darts are tipped with an earthroot-based compound which will paralyze their target for a short time.
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items.weapon.missiles.fishingspear.name=fishing spear
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items.weapon.missiles.fishingspear.desc=Tiny throwing spears designed for fishing. They work well as an improvised weapon too.
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items.weapon.missiles.javelin.name=javelin
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items.weapon.missiles.javelin.desc=These larger throwing spears are weighted to keep the spike at their tip foremost as they sail through the air.
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items.weapon.missiles.kunai.name=kunai
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items.weapon.missiles.kunai.desc=These small knives are very powerful in the hands of a skilled user. They are most effective against unaware enemies.
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items.weapon.missiles.missileweapon.stats=This _tier-%1$d_ thrown weapon deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use properly.
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items.weapon.missiles.missileweapon.distance=This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.
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items.weapon.missiles.missileweapon.durability=Thrown weapons will wear out and break as they are used.
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@ -1401,6 +1401,9 @@ items.weapon.missiles.missileweapon.about_to_break=Your thrown weapon is about t
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items.weapon.missiles.shuriken.name=shuriken
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items.weapon.missiles.shuriken.desc=Star-shaped pieces of metal with razor-sharp blades. They are lightweight and easy to use on the move. A single shuriken can be thrown instantly after moving.
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items.weapon.missiles.throwingclub.name=throwing club
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items.weapon.missiles.throwingclub.desc=A fairly simply thrown weapon, essentially a large rock fastened to a stick. While they are a bit lacking in damage, their solid stone head means they are quite durable, and won't stick to enemies.
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items.weapon.missiles.throwinghammer.name=throwing hammer
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items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies.
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