Fixed Bug
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0603b72711
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@ -47,11 +47,11 @@ actors.mobs.npcs.autoshoprebot.name=自动食物售货机
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actors.buffs.invisibilityring.name=
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actors.buffs.invisibilityring.desc=你和周围的地形完全融为一体,使你不可能被看到。同时,你将每10回合回复1滴血 \n\n当你在虚隐时敌人无法追踪或攻击你。大部分物理攻击和魔法(比如卷轴和法杖)会立即解除虚隐效果。 \n\n剩余的虚隐效果时长:%s回合
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###LANTERFIRE
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actors.mobs.npcs.lanfire.name=篝火
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actors.mobs.npcs.lanfire.desc=温暖的篝火可以降低寒冷,给予冒险者光明的希望。
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actors.buffs.icesworddown.name=刀锋寒冻
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actors.buffs.icesworddown.desc=地牢的寒冷已经开始影响到你的武器,现在你的物理伤害会进行一定程度的下降。寒冷值越高,伤害下降越大。\n\n地牢的寒冷是由深处的暗黑能量驱使的,随着不断的深入地牢,寒冷会越来越刺入骨髓,从而造成更加急剧的威胁。要降低寒冷,可以寻找篝火房间,这里是能Δ缓慢回复温度的区域Δ。当然,在后面的探索中,你也会寻找到更多降低寒冷的手段。
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actors.buffs.icesworddown.ice=\n\n当前玩家物理伤害为:_
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@ -145,7 +145,7 @@ items.weapon.melee.endingblade.ac_diedghost=✦死亡宣告✦
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items.weapon.melee.endingblade.ac_healreset=_千里追魂_
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items.weapon.melee.washcrime.name=涤罪
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items.weapon.melee.washcrime.desc=铁链的末端绑了一把巨镰,上面的Γ血迹Γ已然生锈。\n命中有几率释放✦未安息的亡魂✦助战,并给敌人施加✦虚弱✦效果,武器伤害随杀敌数增加,但在一定阈值后停止增加。
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items.weapon.melee.washcrime.desc=铁链的末端绑了一把巨镰,上面的Γ血迹Γ已然生锈。\n命中有几率释放✦未安息的亡魂✦助战,并给敌人施加✦虚弱✦效果,武器伤害随杀敌数增加,但在一定阈值后停止增加。\n\n_这把武器拥有额外的攻击距离但攻速极慢_
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items.weapon.melee.washcrime$diedghost.name=未安息的亡魂
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items.weapon.melee.washcrime$diedghost.desc=肉身已然逝去,灵魂尚未得到安息,脑海遵照主人的意愿,直到真正的死亡降临。
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@ -313,6 +313,8 @@ public class Assets {
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public static final String SLIMEPRINCESS = "sprites/boss/SlimePrincess.png";
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public static final String ICEALICE = "sprites/boss/IceFireCrstal.png";
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public static final String FREA = "sprites/boss/FireCrstal.png";
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public static final String ITEMS = "sprites/items/items.png";
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public static final String WFS = "sprites/items/wf.png";
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public static final String ITEM_ICONS = "sprites/item_icons.png";
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@ -23,7 +23,7 @@ public class IceHpBuff extends Buff implements Hero.Doom {
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public boolean act() {
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//第一阶段 刀锋寒冻(Thanks:二月)
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if(hero.icehp>=15){
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if(hero.icehp>=15 && Dungeon.depth<10){
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Buff.affect(hero, IceSwordDown.class).set( (100), 1 );
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} else {
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Buff.detach( hero, IceSwordDown.class );
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@ -39,7 +39,7 @@ public class IceHpBuff extends Buff implements Hero.Doom {
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//燃起来了
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}else if(this.target.buff(HalomethaneBurning.class) != null || this.target.buff(Burning.class) != null){
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hero.healIcehp(1);
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spend(25f);
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spend(10f);
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return true;
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} else {
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Hero hero = (Hero) this.target;
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@ -47,7 +47,7 @@ public class IceHpBuff extends Buff implements Hero.Doom {
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diactivate();
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return true;
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}
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if (hero.icehp < 25) {
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if (hero.icehp < 25 && Dungeon.depth<10) {
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hero.damageIcehp(1);
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spend(17f-(float) Dungeon.depth/5);
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} else {
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@ -10,7 +10,7 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.BeamCustom;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Effects;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.IceStalSprites;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.FireCrystalSprites;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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@ -18,7 +18,7 @@ import com.watabou.utils.Random;
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public class CrystalDiedTower extends Mob {
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{
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spriteClass = IceStalSprites.class;
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spriteClass = FireCrystalSprites.class;
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HP = HT = 1;
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@ -96,7 +96,6 @@ public class FireMagicDied extends Mob implements Callback {
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private int pumpedUp = 0;
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private int healInc = 1;
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@Override
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public int damageRoll() {
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@ -110,11 +109,6 @@ public class FireMagicDied extends Mob implements Callback {
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}
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}
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// @Override
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// public boolean isInvulnerable(Class effect) {
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// return phase == 3 && effect != FireMagicDied.KingDamager.class;
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// }
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@Override
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public int attackSkill( Char target ) {
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int attack = 10;
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@ -325,12 +319,7 @@ public class FireMagicDied extends Mob implements Callback {
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@Override
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public boolean act() {
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//热修复处理
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if (Dungeon.hero.buff(LockedFloor.class) != null){
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die(true);
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}
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int healInc = 1;
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if (phase == 1 && HP <= 350) {
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//actScanning();
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if (Dungeon.level.water[pos] && HP < HT) {
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@ -16,6 +16,15 @@ public class LanFire extends NPC {
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properties.add(Property.IMMOVABLE);
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}
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public static boolean seenBefore = false;
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@Override
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public void damage( int dmg, Object src ) {
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}
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@Override
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public int defenseSkill( Char enemy ) {
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return INFINITE_EVASION;
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}
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@Override
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public boolean interact(Char c) {
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return false;
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@ -399,7 +399,7 @@ public class Generator {
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WashCrime.class
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};
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WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 4,2 };
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WEP_T5.probs = new float[]{ 6, 5, 5, 4, 4, 4,3 };
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WEP_T6.classes = new Class<?>[]{
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IceFishSword.class,
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@ -0,0 +1,83 @@
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package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.PylonCS;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
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import com.watabou.noosa.TextureFilm;
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import com.watabou.noosa.audio.Sample;
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public class FireCrystalSprites extends MobSprite {
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private Animation activeIdle;
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public FireCrystalSprites() {
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super();
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perspectiveRaise = 5/16f; //1 pixel less
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renderShadow = false;
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texture( Assets.Sprites.FREA );
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TextureFilm frames = new TextureFilm( texture, 16, 16 );
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idle = new Animation( 1, false );
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idle.frames( frames, 0 );
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activeIdle = new Animation( 1, false );
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activeIdle.frames( frames, 1 );
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run = idle.clone();
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attack = idle.clone();
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die = new Animation( 1, false );
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die.frames( frames, 2 );
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play( idle );
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}
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@Override
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public void link(Char ch) {
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super.link(ch);
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if (ch instanceof PylonCS && ch.alignment == Char.Alignment.ENEMY){
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activate();
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}
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renderShadow = false;
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}
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@Override
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public void place(int cell) {
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if (parent != null) parent.bringToFront(this);
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super.place(cell);
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}
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public void activate(){
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idle = activeIdle.clone();
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idle();
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}
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@Override
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public void play(Animation anim) {
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if (anim == die){
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turnTo(ch.pos, ch.pos+1); //always face right to merge with custom tiles
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emitter().burst(BlastParticle.FACTORY, 20);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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}
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super.play(anim);
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}
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@Override
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public void onComplete(Animation anim) {
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if (anim == attack){
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flash();
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}
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super.onComplete(anim);
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}
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@Override
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public int blood() {
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return 0xFFFFFF88;
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}
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}
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