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Example 1 with Ring

use of com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring in project shattered-pixel-dungeon-gdx by 00-Evan.

the class WandOfTransfusion method onZap.

@Override
protected void onZap(Ballistica beam) {
    for (int c : beam.subPath(0, beam.dist)) CellEmitter.center(c).burst(BloodParticle.BURST, 1);
    int cell = beam.collisionPos;
    Char ch = Actor.findChar(cell);
    Heap heap = Dungeon.level.heaps.get(cell);
    // if we find a character..
    if (ch != null && ch instanceof Mob) {
        processSoulMark(ch, chargesPerCast());
        // heals an ally, or a charmed enemy
        if (ch.alignment == Char.Alignment.ALLY || ch.buff(Charm.class) != null) {
            int missingHP = ch.HT - ch.HP;
            // heals 30%+3%*lvl missing HP.
            int healing = (int) Math.ceil((missingHP * (0.30f + (0.03f * level()))));
            ch.HP += healing;
            ch.sprite.emitter().burst(Speck.factory(Speck.HEALING), 1 + level() / 2);
            ch.sprite.showStatus(CharSprite.POSITIVE, "+%dHP", healing);
        // harms the undead
        } else if (ch.properties().contains(Char.Property.UNDEAD)) {
            // deals 30%+5%*lvl total HP.
            int damage = (int) Math.ceil(ch.HT * (0.3f + (0.05f * level())));
            ch.damage(damage, this);
            ch.sprite.emitter().start(ShadowParticle.UP, 0.05f, 10 + level());
            Sample.INSTANCE.play(Assets.SND_BURNING);
        // charms an enemy
        } else {
            float duration = 5 + level();
            Buff.affect(ch, Charm.class, duration).object = curUser.id();
            duration *= Random.Float(0.75f, 1f);
            Buff.affect(curUser, Charm.class, duration).object = ch.id();
            ch.sprite.centerEmitter().start(Speck.factory(Speck.HEART), 0.2f, 5);
            curUser.sprite.centerEmitter().start(Speck.factory(Speck.HEART), 0.2f, 5);
        }
    // if we find an item...
    } else if (heap != null && heap.type == Heap.Type.HEAP) {
        Item item = heap.peek();
        // 30% + 10%*lvl chance to uncurse the item and reset it to base level if degraded.
        if (item != null && Random.Float() <= 0.3f + level() * 0.1f) {
            if (item.cursed) {
                item.cursed = false;
                CellEmitter.get(cell).start(ShadowParticle.UP, 0.05f, 10);
                Sample.INSTANCE.play(Assets.SND_BURNING);
            }
            int lvldiffFromBase = item.level() - (item instanceof Ring ? 1 : 0);
            if (lvldiffFromBase < 0) {
                item.upgrade(-lvldiffFromBase);
                CellEmitter.get(cell).start(Speck.factory(Speck.UP), 0.2f, 3);
                Sample.INSTANCE.play(Assets.SND_BURNING);
            }
        }
    // if we find some trampled grass...
    } else if (Dungeon.level.map[cell] == Terrain.GRASS) {
        // regrow one grass tile, suuuuuper useful...
        Dungeon.level.set(cell, Terrain.HIGH_GRASS);
        GameScene.updateMap(cell);
        CellEmitter.get(cell).burst(LeafParticle.LEVEL_SPECIFIC, 4);
    // If we find embers...
    } else if (Dungeon.level.map[cell] == Terrain.EMBERS) {
        // 30% + 3%*lvl chance to grow a random plant, or just regrow grass.
        if (Random.Float() <= 0.3f + level() * 0.03f) {
            Dungeon.level.plant((Plant.Seed) Generator.random(Generator.Category.SEED), cell);
            CellEmitter.get(cell).burst(LeafParticle.LEVEL_SPECIFIC, 8);
            GameScene.updateMap(cell);
        } else {
            Dungeon.level.set(cell, Terrain.HIGH_GRASS);
            GameScene.updateMap(cell);
            CellEmitter.get(cell).burst(LeafParticle.LEVEL_SPECIFIC, 4);
        }
    } else
        // don't damage the hero if we can't find a target;
        return;
    if (!freeCharge) {
        damageHero();
    } else {
        freeCharge = false;
    }
}
Also used : Mob(com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob) Item(com.shatteredpixel.shatteredpixeldungeon.items.Item) Char(com.shatteredpixel.shatteredpixeldungeon.actors.Char) Ring(com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring) Charm(com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm) Heap(com.shatteredpixel.shatteredpixeldungeon.items.Heap)

Example 2 with Ring

use of com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring in project shattered-pixel-dungeon-gdx by 00-Evan.

the class ScrollOfUpgrade method onItemSelected.

@Override
protected void onItemSelected(Item item) {
    upgrade(curUser);
    // ...yes this is rather messy
    if (item instanceof Weapon) {
        Weapon w = (Weapon) item;
        boolean wasCursed = w.cursed;
        boolean hadCursedEnchant = w.hasCurseEnchant();
        boolean hadGoodEnchant = w.hasGoodEnchant();
        w.upgrade();
        if (hadCursedEnchant && !w.hasCurseEnchant()) {
            removeCurse(Dungeon.hero);
        } else if (wasCursed && !w.cursed) {
            weakenCurse(Dungeon.hero);
        }
        if (hadGoodEnchant && !w.hasGoodEnchant()) {
            GLog.w(Messages.get(Weapon.class, "incompatible"));
        }
    } else if (item instanceof Armor) {
        Armor a = (Armor) item;
        boolean wasCursed = a.cursed;
        boolean hadCursedGlyph = a.hasCurseGlyph();
        boolean hadGoodGlyph = a.hasGoodGlyph();
        a.upgrade();
        if (hadCursedGlyph && !a.hasCurseGlyph()) {
            removeCurse(Dungeon.hero);
        } else if (wasCursed && !a.cursed) {
            weakenCurse(Dungeon.hero);
        }
        if (hadGoodGlyph && !a.hasGoodGlyph()) {
            GLog.w(Messages.get(Armor.class, "incompatible"));
        }
    } else if (item instanceof Wand || item instanceof Ring) {
        boolean wasCursed = item.cursed;
        item.upgrade();
        if (wasCursed && !item.cursed) {
            removeCurse(Dungeon.hero);
        }
    } else {
        item.upgrade();
    }
    Badges.validateItemLevelAquired(item);
}
Also used : Armor(com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor) Ring(com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring) Wand(com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand) Weapon(com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon)

Example 3 with Ring

use of com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring in project shattered-pixel-dungeon-gdx by 00-Evan.

the class WaterOfTransmutation method changeRing.

private Ring changeRing(Ring r) {
    Ring n;
    do {
        n = (Ring) Generator.random(Category.RING);
    } while (Challenges.isItemBlocked(n) || n.getClass() == r.getClass());
    n.level(0);
    int level = r.level();
    if (level > 0) {
        n.upgrade(level);
    } else if (level < 0) {
        n.degrade(-level);
    }
    n.levelKnown = r.levelKnown;
    n.cursedKnown = r.cursedKnown;
    n.cursed = r.cursed;
    return n;
}
Also used : Ring(com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring)

Aggregations

Ring (com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring)3 Char (com.shatteredpixel.shatteredpixeldungeon.actors.Char)1 Charm (com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm)1 Mob (com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob)1 Heap (com.shatteredpixel.shatteredpixeldungeon.items.Heap)1 Item (com.shatteredpixel.shatteredpixeldungeon.items.Item)1 Armor (com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor)1 Wand (com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand)1 Weapon (com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon)1