Fixed Less Question

This commit is contained in:
LingASDJ 2023-09-23 03:00:53 +08:00
parent c18ac269d0
commit dec3b2bd77
5 changed files with 7 additions and 14 deletions

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@ -279,8 +279,8 @@ paswordbadges$badge.reset_day.desc=携带神秘生物的遗物离开地牢,完
paswordbadges$badge.take_item.title=宝藏探索者 paswordbadges$badge.take_item.title=宝藏探索者
paswordbadges$badge.take_item.desc=获得宝藏迷宫的三个隐藏宝藏,切记,对决不是拟态王的本意。 paswordbadges$badge.take_item.desc=获得宝藏迷宫的三个隐藏宝藏,切记,对决不是拟态王的本意。
paswordbadges$badge.allcs.title=履险蹈危 paswordbadges$badge.allcsx.title=履险蹈危
paswordbadges$badge.allcs.desc=开启13项以上挑战通关你就是传说中的救世主吗? paswordbadges$badge.allcsx.desc=开启13项以上挑战通关看来你已准备好踏上新的征途……
paswordbadges$badge.big_x.title=突变风波 paswordbadges$badge.big_x.title=突变风波
paswordbadges$badge.big_x.desc=基因突变开启通关!你见证了地牢的突变体,同时也看见了玩火必自焚的道理……\n\n_奖励0层随机护甲(四大基座上)_ paswordbadges$badge.big_x.desc=基因突变开启通关!你见证了地牢的突变体,同时也看见了玩火必自焚的道理……\n\n_奖励0层随机护甲(四大基座上)_

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@ -506,6 +506,9 @@ conducts.bossrush_desc=被你击败过多次的首领们熟识了英雄的技能
conducts.moneyletgo=黄金时代 conducts.moneyletgo=黄金时代
conducts.moneyletgo_desc=地牢终于赶上了淘金热的时代在这个金钱的时代地牢中几乎所有东西都被明码标价。商人们因此赚的盆满钵满所以他们打算商店打5折。\n然而金钱的背后是利益的驱使她已知晓地牢的现状现在怪物都会可能额外掉落金币随着地牢的深入该项能力越来越弱。\n\n-_深度调查模式仅可选择一种模式游玩。且无法计入多挑徽章中。_ conducts.moneyletgo_desc=地牢终于赶上了淘金热的时代在这个金钱的时代地牢中几乎所有东西都被明码标价。商人们因此赚的盆满钵满所以他们打算商店打5折。\n然而金钱的背后是利益的驱使她已知晓地牢的现状现在怪物都会可能额外掉落金币随着地牢的深入该项能力越来越弱。\n\n-_深度调查模式仅可选择一种模式游玩。且无法计入多挑徽章中。_
conducts.seadlc=沧溟与湛蓝遗迹(DLC)
conducts.seadlc_desc= 自冒险家们调查地牢以来,我们经历了诸多事件。\n但世界之广袤地牢只是其中一个很小的区域。除开地牢自身的重重谜团世界上仍然有很多未解之事等待我们去揭晓。我们接到了来自霜落帝国的委托我们将前往远处的大海深处调查有关于湛蓝遗迹的事情。\n相传这里是某位魔女的沉睡之地。废弃的遗址已没入深海原有的活物已被深海居民吞噬殆尽。这里暗涛汹涌危机四伏。
windows.wnddlcx.title=难度选择-Beta windows.wnddlcx.title=难度选择-Beta
difficulty.null=默认难度(一般) difficulty.null=默认难度(一般)
difficulty.easy=简单 difficulty.easy=简单

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@ -121,7 +121,7 @@ public abstract class ChampionEnemy extends Buff {
} else if (randomNumber < 10) { } else if (randomNumber < 10) {
buffCls = ChampionEnemy.Bomber.class; buffCls = ChampionEnemy.Bomber.class;
} else { } else {
switch (randomNumber % 6) { switch (randomNumber % 5) {
case 0: default: case 0: default:
buffCls = ChampionEnemy.Small.class; buffCls = ChampionEnemy.Small.class;
break; break;
@ -134,9 +134,6 @@ public abstract class ChampionEnemy extends Buff {
case 3: case 3:
buffCls = ChampionEnemy.Sider.class; buffCls = ChampionEnemy.Sider.class;
break; break;
case 4:
buffCls = ChampionEnemy.LongSider.class;
break;
} }
} }

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@ -11,7 +11,6 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.bombs.Bomb; import com.shatteredpixel.shatteredpixeldungeon.items.bombs.Bomb;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.Dart;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.TippedDart; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.TippedDart;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -103,8 +102,7 @@ public class DiedCrossBow extends LegendWeapon {
if (target != null) { if (target != null) {
final Ballistica shot = new Ballistica( curUser.pos, target, target); final Ballistica shot = new Ballistica( curUser.pos, target, target);
int cell = shot.collisionPos; int cell = shot.collisionPos;
Dart missile = Dungeon.hero.belongings.getItem(Dart.class);
missile.quantity -= 5;
if (Actor.findChar(target) != null) { if (Actor.findChar(target) != null) {
QuickSlotButton.target(Actor.findChar(target)); QuickSlotButton.target(Actor.findChar(target));
} else { } else {

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@ -30,11 +30,6 @@ public class WndDLC extends Window {
private boolean editable; private boolean editable;
private ArrayList<IconButton> infos = new ArrayList<>(); private ArrayList<IconButton> infos = new ArrayList<>();
private ArrayList<ConduitBox> boxes = new ArrayList<>(); private ArrayList<ConduitBox> boxes = new ArrayList<>();
private ScrollPane pane;
public WndDLC( Conducts.Conduct conduct, boolean editable){
new WndDLC(new Conducts.ConductStorage(conduct), editable);
}
public WndDLC(Conducts.ConductStorage conducts, boolean editable ) { public WndDLC(Conducts.ConductStorage conducts, boolean editable ) {