v0.9.2: implemented the bounty hunter talent

This commit is contained in:
Evan Debenham 2021-02-04 23:59:35 -05:00
parent 257b2a4d3f
commit ef37060163
4 changed files with 17 additions and 3 deletions

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@ -384,6 +384,8 @@ actors.hero.talent.rogues_foresight.title=rogue's foresight
actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret. actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret.
actors.hero.talent.enhanced_lethality.title=enhanced lethality actors.hero.talent.enhanced_lethality.title=enhanced lethality
actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies below _4/12/25/60% health_ per level of preparation, up from 3/10/20/40%.\n\n_+2:_ The Assassin can assassinate enemies below _5/14/30/80% health_ per level of preparation, up from 3/10/20/40%.\n\n_+3:_ The Assassin can assassinate enemies below _6/16/35/100% health_ per level of preparation, up from 3/10/20/40%. actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies below _4/12/25/60% health_ per level of preparation, up from 3/10/20/40%.\n\n_+2:_ The Assassin can assassinate enemies below _5/14/30/80% health_ per level of preparation, up from 3/10/20/40%.\n\n_+3:_ The Assassin can assassinate enemies below _6/16/35/100% health_ per level of preparation, up from 3/10/20/40%.
actors.hero.talent.bounty_hunter.title=bounty hunter
actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they drop _10 extra gold_.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they drop _20 extra gold_.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they drop _30 extra gold_.
actors.hero.talent.evasive_armor.title=evasive armor actors.hero.talent.evasive_armor.title=evasive armor
actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor. actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.

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@ -252,6 +252,10 @@ public class Preparation extends Buff implements ActionIndicator.Action {
GLog.w(Messages.get(Preparation.class, "no_target")); GLog.w(Messages.get(Preparation.class, "no_target"));
} else { } else {
if (Dungeon.hero.hasTalent(Talent.BOUNTY_HUNTER)) {
Buff.affect(Dungeon.hero, Talent.BountyHunterTracker.class, 0.0f);
}
//just attack them then! //just attack them then!
if (Dungeon.hero.canAttack(enemy)){ if (Dungeon.hero.canAttack(enemy)){
Dungeon.hero.curAction = new HeroAction.Attack( enemy ); Dungeon.hero.curAction = new HeroAction.Attack( enemy );

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@ -95,7 +95,7 @@ public enum Talent {
//Rogue T3 //Rogue T3
ROGUE_T3_1(73, 3), ROGUE_T3_2(74, 3), ROGUE_T3_1(73, 3), ROGUE_T3_2(74, 3),
//Assassin T3 //Assassin T3
ENHANCED_LETHALITY(75, 3), ASSASSIN_T3_2(76, 3), ASSASSIN_T3_3(77, 3), ENHANCED_LETHALITY(75, 3), ASSASSIN_T3_2(76, 3), BOUNTY_HUNTER(77, 3),
//Freerunner T3 //Freerunner T3
EVASIVE_ARMOR(78, 3), FREERUNNER_T3_2(79, 3), FREERUNNER_T3_3(80, 3), EVASIVE_ARMOR(78, 3), FREERUNNER_T3_2(79, 3), FREERUNNER_T3_3(80, 3),
@ -114,6 +114,7 @@ public enum Talent {
public static class LethalMomentumTracker extends FlavourBuff{}; public static class LethalMomentumTracker extends FlavourBuff{};
public static class WandPreservationCounter extends CounterBuff{}; public static class WandPreservationCounter extends CounterBuff{};
public static class EmpoweredStrikeTracker extends FlavourBuff{}; public static class EmpoweredStrikeTracker extends FlavourBuff{};
public static class BountyHunterTracker extends FlavourBuff{};
public static class RejuvenatingStepsCooldown extends FlavourBuff{}; public static class RejuvenatingStepsCooldown extends FlavourBuff{};
int icon; int icon;
@ -469,7 +470,7 @@ public enum Talent {
Collections.addAll(tierTalents, SOUL_SIPHON, WARLOCK_T3_2, WARLOCK_T3_3); Collections.addAll(tierTalents, SOUL_SIPHON, WARLOCK_T3_2, WARLOCK_T3_3);
break; break;
case ASSASSIN: case ASSASSIN:
Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSIN_T3_2, ASSASSIN_T3_3); Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSIN_T3_2, BOUNTY_HUNTER);
break; break;
case FREERUNNER: case FREERUNNER:
Collections.addAll(tierTalents, EVASIVE_ARMOR, FREERUNNER_T3_2, FREERUNNER_T3_3); Collections.addAll(tierTalents, EVASIVE_ARMOR, FREERUNNER_T3_2, FREERUNNER_T3_3);

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@ -45,6 +45,7 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.effects.Surprise; import com.shatteredpixel.shatteredpixeldungeon.effects.Surprise;
import com.shatteredpixel.shatteredpixeldungeon.effects.Wound; import com.shatteredpixel.shatteredpixeldungeon.effects.Wound;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass;
@ -716,6 +717,12 @@ public abstract class Mob extends Char {
Dungeon.level.drop(Lucky.genLoot(), pos).sprite.drop(); Dungeon.level.drop(Lucky.genLoot(), pos).sprite.drop();
Lucky.showFlare(sprite); Lucky.showFlare(sprite);
} }
//bounty hunter talent
if (Dungeon.hero.buff(Talent.BountyHunterTracker.class) != null){
Dungeon.level.drop(new Gold(10 * Dungeon.hero.pointsInTalent(Talent.BOUNTY_HUNTER)), pos).sprite.drop();
}
} }
protected Object loot = null; protected Object loot = null;