diff --git a/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/activity/SkillInfoActivity.java b/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/activity/SkillInfoActivity.java index 88c8dee99..b066d8ee8 100644 --- a/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/activity/SkillInfoActivity.java +++ b/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/activity/SkillInfoActivity.java @@ -196,7 +196,7 @@ public final class SkillInfoActivity extends AndorsTrailBaseActivity { case armorProficiencyShield: return res.getString(R.string.skill_longdescription_armor_prof_shield, SkillCollection.PER_SKILLPOINT_INCREASE_SHIELD_PROF_DR); case armorProficiencyUnarmored: return res.getString(R.string.skill_longdescription_armor_prof_unarmored, SkillCollection.PER_SKILLPOINT_INCREASE_UNARMORED_BC); case armorProficiencyLight: return res.getString(R.string.skill_longdescription_armor_prof_light, SkillCollection.PER_SKILLPOINT_INCREASE_LIGHT_ARMOR_BC_PERCENT); - case armorProficiencyHeavy: return res.getString(R.string.skill_longdescription_armor_prof_heavy, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_BC_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_MOVECOST_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_ATKCOST_PERCENT); + case armorProficiencyHeavy: return res.getString(R.string.skill_longdescription_armor_prof_heavy, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_BC_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_MOVECOST_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_ATKCOST_PERCENT, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_USECOST_PERCENT); case fightstyleDualWield: return res.getString(R.string.skill_longdescription_fightstyle_dualwield, SkillCollection.DUALWIELD_EFFICIENCY_LEVEL0, SkillCollection.DUALWIELD_EFFICIENCY_LEVEL1, SkillCollection.DUALWIELD_LEVEL1_OFFHAND_AP_COST_PERCENT, SkillCollection.DUALWIELD_EFFICIENCY_LEVEL2); case fightstyle2hand: return res.getString(R.string.skill_longdescription_fightstyle_2hand, SkillCollection.PER_SKILLPOINT_INCREASE_FIGHTSTYLE_2HAND_DMG_PERCENT); 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); diff --git a/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/controller/SkillController.java b/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/controller/SkillController.java index 67c13c272..6ca5f407a 100644 --- a/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/controller/SkillController.java +++ b/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/controller/SkillController.java @@ -253,6 +253,7 @@ public final class SkillController { addPercentBlockChance(player, itemType, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_BC_PERCENT * skillLevelHeavyArmor, 0); playerTraits.moveCost -= getPercentage(itemType.effects_equip.stats.increaseMoveCost, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_MOVECOST_PERCENT * skillLevelHeavyArmor, 0); playerTraits.attackCost -= getPercentage(itemType.effects_equip.stats.increaseAttackCost, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_ATKCOST_PERCENT * skillLevelHeavyArmor, 0); + playerTraits.useItemCost -= getPercentage(itemType.effects_equip.stats.increaseUseItemCost, SkillCollection.PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_USECOST_PERCENT * skillLevelHeavyArmor, 0); } } } diff --git a/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/model/ability/SkillCollection.java b/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/model/ability/SkillCollection.java index 912885fa0..602fd7b3b 100644 --- a/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/model/ability/SkillCollection.java +++ b/AndorsTrail/app/src/main/java/com/gpl/rpg/AndorsTrail/model/ability/SkillCollection.java @@ -112,6 +112,7 @@ public final class SkillCollection { public static final int PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_BC_PERCENT = 20; public static final int PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_MOVECOST_PERCENT = 25; public static final int PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_ATKCOST_PERCENT = 25; + public static final int PER_SKILLPOINT_INCREASE_HEAVY_ARMOR_USECOST_PERCENT = 25; public static final int PER_SKILLPOINT_INCREASE_FIGHTSTYLE_2HAND_DMG_PERCENT = 30; public static final int PER_SKILLPOINT_INCREASE_SPECIALIZATION_2HAND_DMG_PERCENT = 50; public static final int PER_SKILLPOINT_INCREASE_SPECIALIZATION_2HAND_AC_PERCENT = 20; diff --git a/AndorsTrail/res/values/strings.xml b/AndorsTrail/res/values/strings.xml index dc2f28116..1e4e2e671 100644 --- a/AndorsTrail/res/values/strings.xml +++ b/AndorsTrail/res/values/strings.xml @@ -684,7 +684,7 @@ Increase damage resistance by %1$d per skill level while having a shield or parrying weapon equipped. While fighting without having any piece of armor equipped, gain %1$d block chance per skill level. Items made of cloth are not considered as being armor. For every skill level, increases the block chance of every piece of light armor being worn by %1$d %% of their original block chances. Light armors include leather, light metal and hide armors. - For every skill level, increases the block chance of every piece of heavy armor being worn by %1$d %% of their original block chances. Pieces of heavy armor have their movement penalties reduced by %2$d %% per skill level, and their attack speed penalties reduced by %3$d %% per skill level. Heavy armors include metal armors, chain mail and plate mail. + For every skill level, increases the block chance of every piece of heavy armor being worn by %1$d %% of their original block chances. Pieces of heavy armor have their movement penalties reduced by %2$d %% per skill level, their attack speed penalties reduced by %3$d %% per skill level, and their item use cost penalties reduced by %4$d %% per skill level. Heavy armors include metal armors, chain mail and plate mail. "Gives benefits when fighting with two weapons at the same time, one in the main hand and one in the off-hand. Without this skill, only %1$d %% of a weapon\'s qualities may be used when equipped in the off-hand. This includes attack chance, critical skill, damage potential and block chance. Without this skill, attack cost (AP cost) of making an attack is the sum of the attack cost of the main weapon and that of the weapon used in the off-hand. The lower of both damage modifiers will be used.