v0.4.3a: reworked glyph of stone
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@ -58,6 +58,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Flow;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Flow;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Obfuscation;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Obfuscation;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Stone;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Swiftness;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Swiftness;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CapeOfThorns;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CapeOfThorns;
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@ -1084,9 +1085,18 @@ public class Hero extends Char {
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if (step != -1) {
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if (step != -1) {
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int moveTime = 1;
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if (belongings.armor != null && belongings.armor.hasGlyph(Stone.class) &&
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(Dungeon.level.map[pos] == Terrain.DOOR
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|| Dungeon.level.map[pos] == Terrain.OPEN_DOOR
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|| Dungeon.level.map[step] == Terrain.DOOR
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|| Dungeon.level.map[step] == Terrain.OPEN_DOOR )){
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moveTime *= 2;
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}
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sprite.move(pos, step);
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sprite.move(pos, step);
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move(step);
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move(step);
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spend( 1 / speed() );
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spend( moveTime / speed() );
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return true;
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return true;
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@ -30,15 +30,10 @@ public class Stone extends Armor.Glyph {
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@Override
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@Override
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public int proc(Armor armor, Char attacker, Char defender, int damage) {
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public int proc(Armor armor, Char attacker, Char defender, int damage) {
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//no proc effect, see armor.DrMin
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//no proc effect, see armor.DrMin and the end of hero.getCloser
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return damage;
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return damage;
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}
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}
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@Override
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public float tierSTRAdjust() {
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return 1.5f;
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}
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@Override
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@Override
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public ItemSprite.Glowing glowing() {
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public ItemSprite.Glowing glowing() {
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return GREY;
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return GREY;
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@ -48,7 +48,7 @@ items.armor.glyphs.repulsion.name=%s of repulsion
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items.armor.glyphs.repulsion.desc=This glyph rebounds force against attackers, sending them flying back.
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items.armor.glyphs.repulsion.desc=This glyph rebounds force against attackers, sending them flying back.
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items.armor.glyphs.stone.name=%s of stone
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items.armor.glyphs.stone.name=%s of stone
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items.armor.glyphs.stone.desc=This glyph increases both the weight and defensive strength of armor it is attached to.
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items.armor.glyphs.stone.desc=This glyph surrounds the armor with weightless magical stone that improves defense, but makes it difficult to fit through doorways.
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items.armor.glyphs.swiftness.name=%s of swiftness
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items.armor.glyphs.swiftness.name=%s of swiftness
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items.armor.glyphs.swiftness.desc=This glyph alters the nature of armor, reducing weight and increasing evasion and speed, at the cost of defense.
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items.armor.glyphs.swiftness.desc=This glyph alters the nature of armor, reducing weight and increasing evasion and speed, at the cost of defense.
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