v0.7.0: adjusted rooms and spellbook to accomodate droprate changes
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@ -26,20 +26,15 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Weakness;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Random;
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public class ScrollOfPsionicBlast extends Scroll {
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{
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initials = 4;
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bones = true;
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}
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@Override
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@ -47,30 +42,30 @@ public class ScrollOfPsionicBlast extends Scroll {
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GameScene.flash( 0xFFFFFF );
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//scales from 2x to 5x power, maxing at ~10% HP
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float hpPercent = (curUser.HT - curUser.HP)/(float)(curUser.HT);
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float power = Math.min( 5f, 2f + 3.333f*hpPercent);
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Sample.INSTANCE.play( Assets.SND_BLAST );
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Invisibility.dispel();
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for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) {
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if (Dungeon.level.heroFOV[mob.pos]) {
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mob.damage(mob.HP, this);
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mob.damage(Math.round(mob.HP * power/5f), this);
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if (mob.isAlive()) {
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Buff.prolong(mob, Blindness.class, Math.round(2*power));
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}
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}
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}
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curUser.damage(Math.max(curUser.HT/5, curUser.HP/2), this);
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if (curUser.isAlive()) {
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Buff.prolong(curUser, Paralysis.class, Random.Int(4, 6));
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Buff.prolong(curUser, Blindness.class, Random.Int(6, 9));
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Dungeon.observe();
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}
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Buff.prolong(curUser, Weakness.class, Weakness.DURATION);
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Buff.prolong(curUser, Blindness.class, Math.round(2*power));
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Dungeon.observe();
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setKnown();
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readAnimation();
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if (!curUser.isAlive()) {
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Dungeon.fail( getClass() );
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GLog.n( Messages.get(this, "ondeath") );
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}
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}
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@Override
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@ -80,9 +75,13 @@ public class ScrollOfPsionicBlast extends Scroll {
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Sample.INSTANCE.play( Assets.SND_BLAST );
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Invisibility.dispel();
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//scales from 3x to 5x power, maxing at ~20% HP
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float hpPercent = (curUser.HT - curUser.HP)/(float)(curUser.HT);
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float power = Math.min( 5f, 3f + 2.5f*hpPercent);
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for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) {
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if (Dungeon.level.heroFOV[mob.pos]) {
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mob.damage(mob.HT, this );
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mob.damage(Math.round(mob.HP * power/5f), this);
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}
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}
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@ -48,6 +48,8 @@ public class ScrollOfTransmutation extends InventoryScroll {
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{
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initials = 10;
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mode = WndBag.Mode.TRANMSUTABLE;
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bones = true;
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}
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public static boolean canTransmute(Item item){
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@ -634,8 +634,7 @@ items.scrolls.scrollofmirrorimage.name=scroll of mirror image
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items.scrolls.scrollofmirrorimage.desc=The incantation on this scroll will create illusionary twins of the reader, which will chase their enemies.
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items.scrolls.scrollofpsionicblast.name=scroll of psionic blast
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items.scrolls.scrollofpsionicblast.ondeath=The Psionic Blast tears your mind apart...
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items.scrolls.scrollofpsionicblast.desc=This scroll contains destructive energy that can be channeled to tear apart the minds of all visible creatures. The power unleashed by the scroll will also temporarily blind, stun, and seriously harm the reader.
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items.scrolls.scrollofpsionicblast.desc=This scroll contains destructive energy that can be channeled to assault the minds all visible creatures, blinding and damaging them. The power unleashed by the scroll is chaotic, so it will also blind and weaken the user.\n\n The more injured the user is, the more powerful the scroll will be. At very low health psionic blast can kill most enemies instantly.
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items.scrolls.scrollofrage.name=scroll of rage
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items.scrolls.scrollofrage.roar=The scroll emits an enraging roar that echoes throughout the dungeon!
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