v0.8.0: water of health can now be used to uncurse single items

This commit is contained in:
Evan Debenham 2019-10-30 18:21:44 -04:00
parent fa7703208f
commit f9511ab03a
3 changed files with 9 additions and 4 deletions
core/src/main/java/com/shatteredpixel/shatteredpixeldungeon

View File

@ -80,6 +80,7 @@ public class WaterOfAwareness extends WellWater {
item.identify();
Badges.validateItemLevelAquired( item );
Sample.INSTANCE.play( Assets.SND_DRINK );
emitter.parent.add( new Identification( DungeonTilemap.tileCenterToWorld( pos ) ) );
return item;

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@ -28,10 +28,12 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShaftParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.DewVial;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRemoveCurse;
import com.shatteredpixel.shatteredpixeldungeon.journal.Notes.Landmark;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
@ -66,10 +68,12 @@ public class WaterOfHealth extends WellWater {
protected Item affectItem( Item item, int pos ) {
if (item instanceof DewVial && !((DewVial)item).isFull()) {
((DewVial)item).fill();
return item;
CellEmitter.get( pos ).start( Speck.factory( Speck.HEALING ), 0.4f, 4 );
} else if (ScrollOfRemoveCurse.uncurse( null, item )){
CellEmitter.get( pos ).start( ShadowParticle.UP, 0.05f, 10 );
}
return null;
Sample.INSTANCE.play( Assets.SND_DRINK );
return item;
}
@Override

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@ -101,7 +101,7 @@ public class ScrollOfRemoveCurse extends InventoryScroll {
}
}
if (procced) {
if (procced && hero != null) {
hero.sprite.emitter().start( ShadowParticle.UP, 0.05f, 10 );
hero.updateHT( false ); //for ring of might
updateQuickslot();