/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.shatteredpixel.pixeldungeonunleashed.items.armor.glyphs; import com.watabou.noosa.Camera; import com.shatteredpixel.pixeldungeonunleashed.Dungeon; import com.shatteredpixel.pixeldungeonunleashed.actors.Char; import com.shatteredpixel.pixeldungeonunleashed.effects.Lightning; import com.shatteredpixel.pixeldungeonunleashed.items.armor.Armor; import com.shatteredpixel.pixeldungeonunleashed.items.armor.Armor.Glyph; import com.shatteredpixel.pixeldungeonunleashed.levels.Level; import com.shatteredpixel.pixeldungeonunleashed.levels.traps.LightningTrap; import com.shatteredpixel.pixeldungeonunleashed.sprites.ItemSprite; import com.shatteredpixel.pixeldungeonunleashed.sprites.ItemSprite.Glowing; import com.watabou.utils.Random; public class Potential extends Glyph { private static final String TXT_POTENTIAL = "%s of potential"; private static final String TXT_DESCRIPTION = "This armor can generate an electrical charge when hit, affecting those around it."; private static ItemSprite.Glowing BLUE = new ItemSprite.Glowing( 0x66CCEE ); @Override public int proc( Armor armor, Char attacker, Char defender, int damage) { int level = Math.max( 0, armor.level ); if (Level.adjacent( attacker.pos, defender.pos ) && Random.Int( level + 7 ) >= 6) { int dmg = Random.IntRange( 1, damage ); attacker.damage( dmg, LightningTrap.LIGHTNING ); dmg = Random.IntRange( 1, dmg ); dmg = Random.IntRange( 1, dmg ); defender.damage( dmg, LightningTrap.LIGHTNING ); checkOwner( defender ); if (defender == Dungeon.hero) { Camera.main.shake( 2, 0.3f ); } attacker.sprite.parent.add( new Lightning( attacker.pos, defender.pos, null ) ); } return damage; } @Override public String glyphDescription() { return TXT_DESCRIPTION; }; @Override public String name( String weaponName) { return String.format( TXT_POTENTIAL, weaponName ); } @Override public Glowing glowing() { return BLUE; } }