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synced 2026-02-13 21:28:10 +01:00
the skill now works only when fully unarmed and unarmored
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@@ -660,9 +660,9 @@ Every skill level increases damage potential of two-handed weapons with %1$d %%
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<string name="skill_longdescription_fightstyle_weapon_shield">"Gives benefits when fighting with a weapon in the main hand and having a shield equipped in the off-hand.
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Every skill level increases the attack chance of weapons with %1$d %% of their original attack chances, and the block chance of shields by %2$d %% of their original block chances."</string>
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<string name="skill_longdescription_fightstyle_unarmed_unarmored">"While fighting without having any piece of armor equipped, gain %1$d block chance and %2$d damage resistance per skill level. Items made of cloth are not considered as being armor.
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<string name="skill_longdescription_fightstyle_unarmed_unarmored">"While fighting without having any piece of armor equipped and without using a weapon or shield, gain %1$d attack chance, %2$d block chance, %3$d damage resistance and increase the maximum damage by %4$d per skill level. The skill gives also a critical multiplier of 1 plus 0.%5$d per level.
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Every skill level increases for each free hand the attack chance by %3$d, the maximum damage by %4$d and gives a critical multiplier of %5$d %% when both hands are free."</string>
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Items made of cloth are not considered as being armor." </string>
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<string name="skill_longdescription_specialization_dualwield">Increases the attack chance of both wielded weapons by an additional %1$d %% of their original attack chances, in addition to the benefits given by the weapon style skill. The block chances of both wielded weapons are also increased by %2$d %% of their original block chances.</string>
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<string name="skill_longdescription_specialization_2hand">Increases damage potential of two-handed weapons by an additional %1$d %% of the original damage potential, in addition to the benefits given by the weapon style skill. The attack chances of two-handed weapons are also increased by %2$d %% of their original attack chances.</string>
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<string name="skill_longdescription_specialization_weapon_shield">Increases both attack chances and damage potential of weapons. The attack chance is increased by %1$d %% of the original attack chance, and the damage potential is increased by %2$d %% of the original damage potential.</string>
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@@ -200,9 +200,9 @@ public final class SkillInfoActivity extends AndorsTrailBaseActivity {
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case fightstyle2hand: return res.getString(R.string.skill_longdescription_fightstyle_2hand, SkillCollection.PER_SKILLPOINT_INCREASE_FIGHTSTYLE_2HAND_DMG_PERCENT);
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case fightstyleWeaponShield: return res.getString(R.string.skill_longdescription_fightstyle_weapon_shield, SkillCollection.PER_SKILLPOINT_INCREASE_FIGHTSTYLE_WEAPON_AC_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_FIGHTSTYLE_SHIELD_BC_PERCENT);
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case fightstyleUnarmedUnarmored: return res.getString(R.string.skill_longdescription_fightstyle_unarmed_unarmored,
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SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_AC,
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SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_BC,
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SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DR,
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SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_AC,
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SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DMG_MAX,
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SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_CM_PERCENT);
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case specializationDualWield: return res.getString(R.string.skill_longdescription_specialization_dualwield, SkillCollection.PER_SKILLPOINT_INCREASE_SPECIALIZATION_DUALWIELD_AC_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_SPECIALIZATION_DUALWIELD_BC_PERCENT);
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@@ -308,27 +308,12 @@ public final class SkillController {
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ItemType offHandItem = player.inventory.getItemTypeInWearSlot(Inventory.WearSlot.shield);
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final int skillLevelFightStyleUnarmedUnarmored = player.getSkillLevel(SkillID.fightstyleUnarmedUnarmored);
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if (skillLevelFightStyleUnarmedUnarmored > 0) {
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if (isUnarmored(player)) {
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player.blockChance += SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_BC * skillLevelFightStyleUnarmedUnarmored;
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player.damageResistance += SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DR * skillLevelFightStyleUnarmedUnarmored;
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}
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int multiplier = 0;
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if (mainHandItem == null) {
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multiplier++;
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}
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if (offHandItem == null) {
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multiplier++;
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}
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if (multiplier > 0) {
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player.attackChance += SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_AC * skillLevelFightStyleUnarmedUnarmored * multiplier;
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player.damagePotential.addToMax(SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DMG_MAX * skillLevelFightStyleUnarmedUnarmored * multiplier);
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if (multiplier == 2) {
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player.criticalMultiplier = 1 + ((float)SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_CM_PERCENT / 100) * skillLevelFightStyleUnarmedUnarmored;
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}
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}
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if (skillLevelFightStyleUnarmedUnarmored > 0 && isUnarmored(player) && mainHandItem == null && offHandItem == null) {
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player.blockChance += SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_BC * skillLevelFightStyleUnarmedUnarmored;
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player.damageResistance += SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DR * skillLevelFightStyleUnarmedUnarmored;
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player.attackChance += SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_AC * skillLevelFightStyleUnarmedUnarmored;
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player.damagePotential.addToMax(SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DMG_MAX * skillLevelFightStyleUnarmedUnarmored;
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player.criticalMultiplier = 1 + ((float)SkillCollection.PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_CM_PERCENT / 100) * skillLevelFightStyleUnarmedUnarmored;
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}
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if (isWielding2HandItem(mainHandItem, offHandItem)) {
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@@ -120,8 +120,8 @@ public final class SkillCollection {
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public static final int PER_SKILLPOINT_INCREASE_FIGHTSTYLE_SHIELD_BC_PERCENT = 25;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_BC = 5;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DR = 1;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_AC = 6;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DMG_MAX = 2;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_AC = 12;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_DMG_MAX = 4;
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public static final int PER_SKILLPOINT_INCREASE_UNARMED_UNARMORED_CM_PERCENT = 25;
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public static final int PER_SKILLPOINT_INCREASE_SPECIALIZATION_WEAPON_AC_PERCENT = 50;
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public static final int PER_SKILLPOINT_INCREASE_SPECIALIZATION_WEAPON_DMG_PERCENT = 20;
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