v0.4.0: reworked enchants

This commit is contained in:
Evan Debenham 2016-06-03 21:47:36 -04:00
parent d18417f447
commit e3a3428f97
28 changed files with 309 additions and 116 deletions

View File

@ -53,7 +53,7 @@ public class Bleeding extends Buff {
}
public void set( int level ) {
this.level = level;
this.level = Math.max(this.level, level);
}
@Override

View File

@ -56,7 +56,11 @@ public class Poison extends Buff implements Hero.Doom {
}
public void set( float duration ) {
this.left = duration;
this.left = Math.max(duration, left);
}
public void extend( float duration ) {
this.left += duration;
}
@Override

View File

@ -470,9 +470,13 @@ public class Item implements Bundlable {
}
}
protected int throwPos( Hero user, int dst){
return new Ballistica( user.pos, dst, Ballistica.PROJECTILE ).collisionPos;
}
public void cast( final Hero user, int dst ) {
final int cell = new Ballistica( user.pos, dst, Ballistica.PROJECTILE ).collisionPos;
final int cell = throwPos( user, dst );
user.sprite.zap( cell );
user.busy();

View File

@ -108,7 +108,8 @@ abstract public class KindOfWeapon extends EquipableItem {
return 0;
}
public void proc( Char attacker, Char defender, int damage ) {
public int proc( Char attacker, Char defender, int damage ) {
return damage;
}
}

View File

@ -152,11 +152,12 @@ public class Pickaxe extends Weapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
public int proc( Char attacker, Char defender, int damage ) {
if (!bloodStained && defender instanceof Bat && (defender.HP <= damage)) {
bloodStained = true;
updateQuickslot();
}
return damage;
}
private static final String BLOODSTAINED = "bloodStained";

View File

@ -31,14 +31,17 @@ import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Chilling;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Dazzling;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Eldritch;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Grim;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Lucky;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Projecting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Shocking;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Stunning;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Unstable;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Vampiric;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Venomous;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Vorpal;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -68,10 +71,10 @@ abstract public class Weapon extends KindOfWeapon {
public Enchantment enchantment;
@Override
public void proc( Char attacker, Char defender, int damage ) {
public int proc( Char attacker, Char defender, int damage ) {
if (enchantment != null) {
enchantment.proc( this, attacker, defender, damage );
damage = enchantment.proc( this, attacker, defender, damage );
}
if (!levelKnown) {
@ -81,6 +84,8 @@ abstract public class Weapon extends KindOfWeapon {
Badges.validateItemLevelAquired( this );
}
}
return damage;
}
private static final String UNFAMILIRIARITY = "unfamiliarity";
@ -149,7 +154,7 @@ abstract public class Weapon extends KindOfWeapon {
@Override
public int reachFactor(Hero hero) {
return RCH;
return enchantment instanceof Projecting ? RCH+1 : RCH;
}
@Override
@ -246,11 +251,15 @@ abstract public class Weapon extends KindOfWeapon {
public static abstract class Enchantment implements Bundlable {
private static final Class<?>[] enchants = new Class<?>[]{
Blazing.class, Venomous.class, Grim.class, Stunning.class, Vampiric.class,
Chilling.class, Shocking.class, Unstable.class, Eldritch.class, Lucky.class };
private static final float[] chances= new float[]{ 10, 10, 1, 2, 1, 2, 6, 3, 2, 2 };
Blazing.class, Venomous.class, Vorpal.class, Shocking.class,
Chilling.class, Eldritch.class, Lucky.class, Projecting.class, Unstable.class, Dazzling.class,
Grim.class, Stunning.class, Vampiric.class,};
private static final float[] chances= new float[]{
10, 10, 10, 10,
5, 5, 5, 5, 5, 5,
2, 2, 2 };
public abstract boolean proc( Weapon weapon, Char attacker, Char defender, int damage );
public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
public String name( String weaponName ) {
return Messages.get(this, "name", weaponName);
@ -264,9 +273,7 @@ abstract public class Weapon extends KindOfWeapon {
public void storeInBundle( Bundle bundle ) {
}
public ItemSprite.Glowing glowing() {
return ItemSprite.Glowing.WHITE;
}
public abstract ItemSprite.Glowing glowing();
@SuppressWarnings("unchecked")
public static Enchantment random() {

View File

@ -34,7 +34,7 @@ public class Blazing extends Weapon.Enchantment {
private static ItemSprite.Glowing ORANGE = new ItemSprite.Glowing( 0xFF4400 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
@ -49,13 +49,10 @@ public class Blazing extends Weapon.Enchantment {
defender.sprite.emitter().burst( FlameParticle.FACTORY, level + 1 );
return true;
} else {
return false;
}
return damage;
}
@Override

View File

@ -30,29 +30,28 @@ import com.watabou.utils.Random;
public class Chilling extends Weapon.Enchantment {
private static ItemSprite.Glowing BLUE = new ItemSprite.Glowing( 0x0044FF );
private static ItemSprite.Glowing TEAL = new ItemSprite.Glowing( 0x00FFFF );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 25%
// lvl 1 - 40%
// lvl 2 - 50%
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 20%
// lvl 1 - 33%
// lvl 2 - 43%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 4 ) >= 3) {
if (Random.Int( level + 5 ) >= 4) {
Buff.affect( defender, Chill.class,
Random.Float( 1, 3f ) );
Buff.prolong( defender, Chill.class,
Random.Float( 2f, 3f ) );
return true;
} else {
return false;
}
return damage;
}
@Override
public Glowing glowing() {
return BLUE;
return TEAL;
}
}

View File

@ -0,0 +1,57 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;
public class Dazzling extends Weapon.Enchantment {
private static ItemSprite.Glowing YELLOW = new ItemSprite.Glowing( 0xFFFF00 );
@Override
public int proc(Weapon weapon, Char attacker, Char defender, int damage) {
// lvl 0 - 20%
// lvl 1 - 33%
// lvl 2 - 43%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 5 ) >= 4) {
Buff.prolong( defender, Blindness.class, Random.Float( 1, 1.5f + level ) );
defender.sprite.emitter().burst(Speck.factory(Speck.LIGHT), 6 );
}
return damage;
}
@Override
public ItemSprite.Glowing glowing() {
return YELLOW;
}
}

View File

@ -35,7 +35,7 @@ public class Eldritch extends Weapon.Enchantment {
private static ItemSprite.Glowing GREY = new ItemSprite.Glowing( 0x222222 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 20%
// lvl 1 - 33%
// lvl 2 - 43%
@ -49,10 +49,9 @@ public class Eldritch extends Weapon.Enchantment {
Buff.affect( defender, Terror.class, Terror.DURATION ).object = attacker.id();
}
return true;
} else {
return false;
}
return damage;
}
@Override

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@ -34,13 +34,17 @@ public class Grim extends Weapon.Enchantment {
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 8%
// lvl 1 ~ 9%
// lvl 2 ~ 10%
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 100 ) >= 92) {
//half of the attack damage is removed from enemy hp for the purpose of calculating proc chance
int enemyHealth = defender.HP - (Math.max(defender.HP/2, damage));
//scales from 0 - 20% based on how low hp the enemy is, plus 1% per level
int chance = Math.round(((defender.HT - enemyHealth) / (float)defender.HT)*20 + level);
if (Random.Int( 100 ) < chance) {
defender.damage( defender.HP, this );
defender.sprite.emitter().burst( ShadowParticle.UP, 5 );
@ -49,13 +53,9 @@ public class Grim extends Weapon.Enchantment {
Badges.validateGrimWeapon();
}
return true;
} else {
return false;
}
return damage;
}
@Override

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@ -24,25 +24,20 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Lucky extends Weapon.Enchantment {
private static ItemSprite.Glowing GREEN = new ItemSprite.Glowing( 0x00FF00 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level() );
int dmg = damage;
for (int i=1; i <= level+1; i++) {
dmg = Math.max( dmg, attacker.damageRoll() - i );
}
if (dmg > damage) {
defender.damage( dmg - damage, this );
return true;
if (Random.Int(100) < (50 + level)){
return weapon.max();
} else {
return false;
return weapon.min();
}
}

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@ -0,0 +1,43 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
public class Projecting extends Weapon.Enchantment {
private static ItemSprite.Glowing GREY = new ItemSprite.Glowing( 0x888888 );
@Override
public int proc(Weapon weapon, Char attacker, Char defender, int damage) {
//Does nothing as a proc, instead increases weapon range.
//See weapon.reachFactor, and MissileWeapon.throwPos;
return damage;
}
@Override
public ItemSprite.Glowing glowing() {
return GREY;
}
}

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@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.LightningTrap;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;
import java.util.ArrayList;
@ -34,31 +35,35 @@ import java.util.HashSet;
public class Shocking extends Weapon.Enchantment {
private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF, 0.5f );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 25%
// lvl 1 - 40%
// lvl 2 - 50%
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 4 ) >= 3) {
if (Random.Int( level + 3 ) >= 2) {
affected.clear();
affected.add(attacker);
arcs.clear();
arcs.add(new Lightning.Arc(attacker.pos, defender.pos));
hit(defender, Random.Int(1, damage / 2));
hit(defender, Random.Int(1, damage / 3));
attacker.sprite.parent.add( new Lightning( arcs, null ) );
return true;
}
} else {
return false;
return damage;
}
@Override
public ItemSprite.Glowing glowing() {
return WHITE;
}
private ArrayList<Char> affected = new ArrayList<>();

View File

@ -22,6 +22,8 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
@ -32,7 +34,7 @@ public class Stunning extends Weapon.Enchantment {
private static ItemSprite.Glowing YELLOW = new ItemSprite.Glowing( 0xCCAA44 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 13%
// lvl 1 - 22%
// lvl 2 - 30%
@ -40,13 +42,12 @@ public class Stunning extends Weapon.Enchantment {
if (Random.Int( level + 8 ) >= 7) {
Buff.prolong( defender, com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis.class,
Random.Float( 1, 1.5f + level ) );
Buff.prolong( defender, Paralysis.class, Random.Float( 1, 1.5f + level ) );
defender.sprite.emitter().burst(Speck.factory(Speck.LIGHT), 12 );
return true;
} else {
return false;
}
return damage;
}
@Override

View File

@ -22,11 +22,19 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
public class Unstable extends Weapon.Enchantment {
private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
return random().proc( weapon, attacker, defender, damage );
}
@Override
public ItemSprite.Glowing glowing() {
return WHITE;
}
}

View File

@ -33,14 +33,14 @@ public class Vampiric extends Weapon.Enchantment {
private static ItemSprite.Glowing RED = new ItemSprite.Glowing( 0x660022 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level() );
// lvl 0 - 33%
// lvl 1 - 43%
// lvl 2 - 50%
int maxValue = damage * (level + 2) / (level + 6);
// lvl 0 - 20%
// lvl 1 - 21.5%
// lvl 2 - 23%
int maxValue = Math.round(damage * ((level + 10) / (float)(level + 50)));
int effValue = Math.min( Random.IntRange( 0, maxValue ), attacker.HT - attacker.HP );
if (effValue > 0) {
@ -49,11 +49,9 @@ public class Vampiric extends Weapon.Enchantment {
attacker.sprite.emitter().start( Speck.factory( Speck.HEALING ), 0.4f, 1 );
attacker.sprite.showStatus( CharSprite.POSITIVE, Integer.toString( effValue ) );
return true;
} else {
return false;
}
return damage;
}
@Override

View File

@ -22,6 +22,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
@ -32,7 +33,7 @@ public class Venomous extends Weapon.Enchantment {
private static ItemSprite.Glowing PURPLE = new ItemSprite.Glowing( 0x4400AA );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
@ -40,13 +41,11 @@ public class Venomous extends Weapon.Enchantment {
if (Random.Int( level + 3 ) >= 2) {
Buff.affect( defender, com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison.class ).
set( com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison.durationFactor( defender ) * (level + 1) );
Buff.affect( defender, Poison.class ).extend( Poison.durationFactor( defender ) * ((level/2) + 1) );
return true;
} else {
return false;
}
return damage;
}
@Override

View File

@ -0,0 +1,55 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;
public class Vorpal extends Weapon.Enchantment {
private static ItemSprite.Glowing RED = new ItemSprite.Glowing( 0xAA6666 );
@Override
public int proc(Weapon weapon, Char attacker, Char defender, int damage) {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 3 ) >= 2) {
Buff.affect(defender, Bleeding.class).set(damage/4);
}
return damage;
}
@Override
public ItemSprite.Glowing glowing() {
return RED;
}
}

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@ -127,13 +127,13 @@ public class MagesStaff extends MeleeWeapon {
}
@Override
public void proc(Char attacker, Char defender, int damage) {
public int proc(Char attacker, Char defender, int damage) {
if (wand != null && Dungeon.hero.subClass == HeroSubClass.BATTLEMAGE) {
if (wand.curCharges < wand.maxCharges) wand.partialCharge += 0.33f;
ScrollOfRecharging.charge((Hero)attacker);
wand.onHit(this, attacker, defender, damage);
}
super.proc(attacker, defender, damage);
return super.proc(attacker, defender, damage);
}
@Override

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@ -93,11 +93,11 @@ public class Boomerang extends MissileWeapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
public int proc( Char attacker, Char defender, int damage ) {
if (attacker instanceof Hero && ((Hero)attacker).rangedWeapon == this) {
circleBack( defender.pos, (Hero)attacker );
}
return super.proc( attacker, defender, damage );
}
@Override

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@ -60,9 +60,9 @@ public class CurareDart extends MissileWeapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
public int proc( Char attacker, Char defender, int damage ) {
Buff.prolong( defender, Paralysis.class, DURATION );
super.proc( attacker, defender, damage );
return super.proc( attacker, defender, damage );
}
@Override

View File

@ -72,9 +72,9 @@ public class IncendiaryDart extends MissileWeapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
public int proc( Char attacker, Char defender, int damage ) {
Buff.affect( defender, Burning.class ).reignite( defender );
super.proc( attacker, defender, damage );
return super.proc( attacker, defender, damage );
}
@Override

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@ -58,9 +58,9 @@ public class Javelin extends MissileWeapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
public int proc( Char attacker, Char defender, int damage ) {
Buff.prolong( defender, Cripple.class, Cripple.DURATION );
return super.proc( attacker, defender, damage );
}
@Override

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@ -30,6 +30,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Projecting;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.utils.Random;
@ -52,6 +54,19 @@ abstract public class MissileWeapon extends Weapon {
return actions;
}
@Override
protected int throwPos(Hero user, int dst) {
int defaultPos = super.throwPos(user, dst);
if (defaultPos == dst) return dst;
else if (enchantment instanceof Projecting){
Ballistica ProjectingTrajectory = new Ballistica( user.pos, dst, Ballistica.STOP_TARGET );
if (ProjectingTrajectory.dist <= 4) return ProjectingTrajectory.collisionPos;
else return super.throwPos(user, dst);
} else {
return super.throwPos(user, dst);
}
}
@Override
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
@ -95,9 +110,7 @@ abstract public class MissileWeapon extends Weapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
public int proc( Char attacker, Char defender, int damage ) {
Hero hero = (Hero)attacker;
if (hero.rangedWeapon == null && stackable) {
@ -107,6 +120,9 @@ abstract public class MissileWeapon extends Weapon {
detach( null );
}
}
return super.proc( attacker, defender, damage );
}
@Override

View File

@ -59,9 +59,9 @@ public class Tamahawk extends MissileWeapon {
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
public int proc( Char attacker, Char defender, int damage ) {
Buff.affect( defender, Bleeding.class ).set( damage );
return super.proc( attacker, defender, damage );
}
@Override

View File

@ -663,10 +663,16 @@ items.weapon.enchantments.blazing.name=blazing %s
items.weapon.enchantments.chilling.name=chilling %s
items.weapon.enchantments.dazzling.name=dazzling %s
items.weapon.enchantments.eldritch.name=eldritch %s
items.weapon.enchantments.grim.name=grim %s
items.weapon.enchantments.lucky.name=lucky %s
items.weapon.enchantments.projecting.name=projecting %s
items.weapon.enchantments.shocking.name=shocking %s
items.weapon.enchantments.stunning.name=stunning %s
@ -677,7 +683,7 @@ items.weapon.enchantments.vampiric.name=vampiric %s
items.weapon.enchantments.venomous.name=venomous %s
items.weapon.enchantments.grim.name=grim %s
items.weapon.enchantments.vorpal.name=vorpal %s
###melee weapons

View File

@ -261,8 +261,6 @@ public class ItemSprite extends MovieClip {
public static class Glowing {
public static final Glowing WHITE = new Glowing( 0xFFFFFF, 0.6f );
public int color;
public float red;
public float green;