v0.4.0: added descriptions to glyphs
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@ -281,6 +281,7 @@ public class Armor extends EquipableItem {
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if (glyph != null) {
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info += "\n\n" + Messages.get(Armor.class, "inscribed", glyph.name());
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info += " " + glyph.desc();
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}
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if (cursed && isEquipped( Dungeon.hero )) {
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@ -404,7 +405,7 @@ public class Armor extends EquipableItem {
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private static final float[] chances= new float[]{
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10, 10, 10, 10,
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5, 5, 5, 500, 5, 5,
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5, 5, 5, 5, 5, 5,
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2, 2, 2 };
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public abstract int proc( Armor armor, Char attacker, Char defender, int damage );
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@ -416,6 +417,10 @@ public class Armor extends EquipableItem {
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public String name( String armorName ) {
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return Messages.get(this, "name", armorName);
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}
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public String desc() {
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return Messages.get(this, "desc");
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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@ -33,7 +33,7 @@ import com.watabou.utils.Random;
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public class Potential extends Glyph {
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private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF, 0.5f );
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private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF, 0.6f );
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@Override
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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@ -35,7 +35,7 @@ import java.util.HashSet;
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public class Shocking extends Weapon.Enchantment {
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private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF, 0.5f );
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private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF, 0.6f );
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@Override
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public int proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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@ -1,37 +1,53 @@
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###glyphs
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items.armor.glyphs.affection.name=%s of affection
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items.armor.glyphs.affection.desc=This powerful glyph manipulates the mind of attackers, charming them temporarily.
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items.armor.glyphs.antientropy.name=%s of anti-entropy
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items.armor.glyphs.antientropy.desc=
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items.armor.glyphs.antimagic.name=%s of anti-magic
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items.armor.glyphs.antimagic.desc=This powerful glyph allows armor to apply its defence to most magical attacks as well as phyical ones.
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items.armor.glyphs.brimstone.name=%s of brimstone
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items.armor.glyphs.brimstone.desc=This glyph protects the wearer and their belongings from fire, with upgrades it even converts the heat into health.
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items.armor.glyphs.camouflage.name=%s of camouflage
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items.armor.glyphs.camouflage.desc=This glyph allows the wearer to blend into tall grass, granting them temporary invisibility.
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items.armor.glyphs.entanglement.name=%s of entanglement
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items.armor.glyphs.entanglement.desc=This glyph grows earthroot around the wearer to absorb damage, yet roots them in the process.
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items.armor.glyphs.flow.name=%s of flow
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items.armor.glyphs.flow.desc=This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.
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items.armor.glyphs.metabolism.name=%s of metabolism
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items.armor.glyphs.metabolism.desc=
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items.armor.glyphs.multiplicity.name=%s of multiplicity
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items.armor.glyphs.multiplicity.rankings_desc=Killed by: glyph of multiplicity
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items.armor.glyphs.multiplicity.desc=
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items.armor.glyphs.obfuscation.name=%s of obfuscation
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items.armor.glyphs.obfuscation.desc=This glyph makes the wearer more difficult to detect, at the cost of defense.
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items.armor.glyphs.potential.name=%s of potential
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items.armor.glyphs.potential.rankings_desc=Killed by: glyph of potential
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items.armor.glyphs.potential.desc=This glyph releases energy when struck. This is harmful to the wearer, but recharges wands.
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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.stench.name=%s of stench
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items.armor.glyphs.stench.desc=
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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.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.thorns.name=%s of thorns
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items.armor.glyphs.thorns.desc=This powerful glyph harms attackers, causing them to slowly bleed based on the damage they deal.
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items.armor.glyphs.viscosity.name=%s of viscosity
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items.armor.glyphs.viscosity.deferred=deferred %d
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@ -39,6 +55,7 @@ items.armor.glyphs.viscosity$defereddamage.name=Deferred damage
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items.armor.glyphs.viscosity$defereddamage.ondeath=The deferred damage killed you...
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items.armor.glyphs.viscosity$defereddamage.rankings_desc=Killed by deferred damage
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items.armor.glyphs.viscosity$defereddamage.desc=While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.\n\nDamage is being dealt to you over time instead of immediately.\n\nDeferred damage remaining: %d.
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items.armor.glyphs.viscosity.desc=This glyph is able to store damage dealt to the wearer, dealing it to them slowly rather than all at once.
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