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v2.66.0 - 릴리즈 참고
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Hoto-Mocha committed Jul 16, 2023
1 parent 84aeb9c commit 4e690cb
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Showing 57 changed files with 278 additions and 200 deletions.
14 changes: 7 additions & 7 deletions core/src/main/assets/messages/items/items.properties
Original file line number Diff line number Diff line change
Expand Up @@ -1271,7 +1271,7 @@ items.spells.advancedevolution.name=advanced evolution
items.spells.advancedevolution.inv_title=Choose an item to evolve
items.spells.advancedevolution.nothing=Nothing interesting happens.
items.spells.advancedevolution.evolve=Your weapon has changed into another form!
items.spells.advancedevolution.desc=By infusing more advanced magic into evolution, certain weapons can be transformed into more powerful next-tier special weapons, but fails with low probability.\n\nIf the process is successful, the weapon's upgrade level and loaded special bullets will be maintained. If the process is failed, the weapon switches to other random weapons, but additional upgrade level can be added. infused enchantment will be maintained.\n\nThis spell can be used to _certain_ weapons.
items.spells.advancedevolution.desc=By infusing more advanced magic into evolution, certain weapons can be transformed into more powerful next-tier special weapons, but fails with low probability.\n\nIf the process is successful, the weapon's upgrade level and loaded special bullets will be maintained. If the process is failed, the weapon switches to other random weapons. infused enchantment will be maintained.\n\nThis spell can be used to _certain_ weapons.
items.spells.advancedevolution.chance=Success chances\nFirearm: _%1$s%%_\nMelee Weapon: _%2$s%%_

items.spells.scrollofextract.name=scroll of extraction
Expand Down Expand Up @@ -3714,7 +3714,7 @@ items.weapon.windbow.name=bow of wind
items.weapon.windbow.ac_shoot=SHOOT
items.weapon.windbow.prompt=Choose a target
items.weapon.windbow.stats=The bow cannot be directly upgraded, but will instead steadily grow stronger as you level up. At your current level, arrows shot from the bow will deal _%1$d-%2$d damage_ and require _%3$d strength_ to use properly.
items.weapon.windbow.desc=This is a bow that's lighter with the power of the wind. The bow's string with the power of the wind glow with a light white color, and it seems to be easy to pull the string with little power.
items.weapon.windbow.desc=This is a bow that's lighter with the power of the wind. The bow's string with the power of the wind glow with a light white color, and it seems to be easy to pull the string with little power. If you shoot an enemy with arrow, additional damage can be caused by the force of the wind.

items.weapon.naturesbow.name=bow of nature
items.weapon.naturesbow.ac_shoot=SHOOT
Expand All @@ -3728,11 +3728,11 @@ items.weapon.goldenbow.prompt=Choose a target
items.weapon.goldenbow.stats=The bow cannot be directly upgraded, but will instead steadily grow stronger as you level up. At your current level, arrows shot from the bow will deal _%1$d-%2$d damage_ and require _%3$d strength_ to use properly.
items.weapon.goldenbow.desc=This is a beautiful bow that glistens brightly in gold. This bow, which boasts a dazzling appearance as if it were holding the power of the sun, could deal more damage to the enemy, and the accuracy would rise slightly too.

items.weapon.poisonbow.name=bow of poison
items.weapon.poisonbow.ac_shoot=SHOOT
items.weapon.poisonbow.prompt=Choose a target
items.weapon.poisonbow.stats=The bow cannot be directly upgraded, but will instead steadily grow stronger as you level up. At your current level, arrows shot from the bow will deal _%1$d-%2$d damage_ and require _%3$d strength_ to use properly.
items.weapon.poisonbow.desc=This is a bow that you can feel the unclean energy. Just by pulling a bow and brushing an arrow at an enemy, the energy of poison surrounding the arrow will be delivered to the enemy and gradually become poisoned.
items.weapon.corrosionbow.name=bow of corrosion
items.weapon.corrosionbow.ac_shoot=SHOOT
items.weapon.corrosionbow.prompt=Choose a target
items.weapon.corrosionbow.stats=The bow cannot be directly upgraded, but will instead steadily grow stronger as you level up. At your current level, arrows shot from the bow will deal _%1$d-%2$d damage_ and require _%3$d strength_ to use properly.
items.weapon.corrosionbow.desc=This is a bow that you can feel the unclean energy. If you pull the string and shoot the enemy, it slowly corrodes the enemy. The duration of corrosion increases each time an arrow is hit, and the damage caused by corrosion increases, too.

items.weapon.weapon.identify=You are now familiar enough with your weapon to identify it.
items.weapon.weapon.too_heavy=Because of your inadequate strength this weapon will hinder your attack speed, accuracy, and ability to surprise attack.
Expand Down
14 changes: 7 additions & 7 deletions core/src/main/assets/messages/items/items_ko.properties
Original file line number Diff line number Diff line change
Expand Up @@ -1278,7 +1278,7 @@ items.spells.advancedevolution.name=고급 진화
items.spells.advancedevolution.inv_title=진화할 무기를 선택하세요
items.spells.advancedevolution.nothing=뭔가 바뀐 건 없어 보인다.
items.spells.advancedevolution.evolve=당신의 무기가 다른 형태로 변화했다!
items.spells.advancedevolution.desc=진화에 더 진보된 마법을 부여해 특정 무기를 더욱 강력한 다음 단계의 특별한 무기로 바꿀 수 있게 되었지만, 낮은 확률로 실패합니다.\n\n성공 시 무기의 강화 수치와 장전된 특수탄은 유지되며, 실패 시 다른 무작위 무기로 바뀌는 대신 추가 강화 수치가 더해질 수 있습니다. 부여된 마법은 유지됩니다.\n\n이 주문은 _일부 무기_에만 사용이 가능합니다.
items.spells.advancedevolution.desc=진화에 더 진보된 마법을 부여해 특정 무기를 더욱 강력한 다음 단계의 특별한 무기로 바꿀 수 있게 되었지만, 낮은 확률로 실패합니다.\n\n성공 시 무기의 강화 수치와 장전된 특수탄은 유지되며, 실패 시 다른 무작위 무기로 바뀌게 됩니다. 부여된 마법은 유지됩니다.\n\n이 주문은 _일부 무기_에만 사용이 가능합니다.
items.spells.advancedevolution.chance=성공 확률\n총기: _%1$s%%_\n근접무기: _%2$s%%_

items.spells.scrollofextract.name=추출의 주문서
Expand Down Expand Up @@ -3729,7 +3729,7 @@ items.weapon.windbow.name=바람의 활
items.weapon.windbow.ac_shoot=발사한다
items.weapon.windbow.prompt=대상을 선택하세요
items.weapon.windbow.stats=이 활은 직접 강화할 수 없지만, 대신 당신의 레벨에 따라 점차 강해집니다. 현재 당신의 레벨에서, 바람의 활로 발사하는 화살은 _%1$d-%2$d_의 피해를 입히며, 제대로 사용하기 위해서 _%3$d_의 힘이 필요합니다.
items.weapon.windbow.desc=바람의 힘이 깃들어 한층 더 가벼워진 활입니다. 바람의 힘이 깃든 활시위는 옅은 흰색이며, 적은 힘으로도 시위를 쉽게 당길 수 있을 것 같습니다.
items.weapon.windbow.desc=바람의 힘이 깃들어 한층 더 가벼워진 활입니다. 바람의 힘이 깃든 활시위는 옅은 흰색이며, 적은 힘으로도 시위를 쉽게 당길 수 있을 것 같습니다. 적에게 화살을 맞히면 바람의 힘으로 추가적인 타격이 발생할 수 있습니다.

items.weapon.naturesbow.name=자연의 활
items.weapon.naturesbow.ac_shoot=발사한다
Expand All @@ -3743,11 +3743,11 @@ items.weapon.goldenbow.prompt=대상을 선택하세요
items.weapon.goldenbow.stats=이 활은 직접 강화할 수 없지만, 대신 당신의 레벨에 따라 점차 강해집니다. 현재 당신의 레벨에서, 금빛 활로 발사하는 화살은 _%1$d-%2$d_의 피해를 입히며, 제대로 사용하기 위해서 _%3$d_의 힘이 필요합니다.
items.weapon.goldenbow.desc=금빛으로 눈부시게 빛나는 아름다운 활입니다. 마치 태양의 힘을 머금은 듯한 눈부신 자태를 뽐내는 이 활은 적에게 더 큰 피해를 줄 수 있으며, 명중률이 약간 올라갈 것입니다.

items.weapon.poisonbow.name=독의
items.weapon.poisonbow.ac_shoot=발사한다
items.weapon.poisonbow.prompt=대상을 선택하세요
items.weapon.poisonbow.stats=이 활은 직접 강화할 수 없지만, 대신 당신의 레벨에 따라 점차 강해집니다. 현재 당신의 레벨에서, 독의 활로 발사하는 화살은 _%1$d-%2$d_의 피해를 입히며, 제대로 사용하기 위해서 _%3$d_의 힘이 필요합니다.
items.weapon.poisonbow.desc=부정한 기운이 느껴지는 활입니다. 활시위를 당겨 적에게 쏜 화살이 스치기만 해도 화살을 감싸는 독의 기운이 적에게 전달되어 서서히 중독되게 만들 것입니다.
items.weapon.corrosionbow.name=부식의
items.weapon.corrosionbow.ac_shoot=발사한다
items.weapon.corrosionbow.prompt=대상을 선택하세요
items.weapon.corrosionbow.stats=이 활은 직접 강화할 수 없지만, 대신 당신의 레벨에 따라 점차 강해집니다. 현재 당신의 레벨에서, 부식의 활로 발사하는 화살은 _%1$d-%2$d_의 피해를 입히며, 제대로 사용하기 위해서 _%3$d_의 힘이 필요합니다.
items.weapon.corrosionbow.desc=부정한 기운이 느껴지는 활입니다. 활시위를 당겨 적을 맞히면 적을 천천히 부식시켜 나갑니다. 화살을 맞힐 때마다 부식의 지속 시간이 증가하며, 부식으로 입히는 피해 또한 증가합니다.


items.weapon.weapon.identify=당신은 현재 사용하고 있는 무기가 무엇인지 알 만큼 충분히 익숙해졌습니다.
Expand Down
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Original file line number Diff line number Diff line change
Expand Up @@ -136,7 +136,7 @@
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfLivingEarth;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.GoldenBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.NaturesBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.PoisonBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.CorrosionBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.WindBow;
Expand Down Expand Up @@ -1003,7 +1003,7 @@ public boolean attack( Char enemy, float dmgMulti, float dmgBonus, float accMult
&& (hero.belongings.attackingWeapon() instanceof SpiritBow.SpiritArrow
|| hero.belongings.attackingWeapon() instanceof GoldenBow.SpiritArrow
|| hero.belongings.attackingWeapon() instanceof WindBow.SpiritArrow
|| hero.belongings.attackingWeapon() instanceof PoisonBow.SpiritArrow
|| hero.belongings.attackingWeapon() instanceof CorrosionBow.SpiritArrow
|| hero.belongings.attackingWeapon() instanceof NaturesBow.SpiritArrow)) {
dmg *= 1.5f;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -73,6 +73,12 @@ public void set(float duration, int damage, Class source) {
if (this.damage < damage) this.damage = damage;
this.source = source;
}

public void add(float duration, int damage) {
this.left += duration;
if (this.damage < damage) this.damage = damage;
this.damage++;
}

@Override
public int icon() {
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.GoldenBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.NaturesBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.PoisonBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.CorrosionBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.WindBow;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
Expand Down Expand Up @@ -102,11 +102,11 @@ public String desc() {
public String actionName() {
SpiritBow bow = Dungeon.hero.belongings.getItem(SpiritBow.class);
WindBow windBow = Dungeon.hero.belongings.getItem(WindBow.class);
PoisonBow poisonBow = Dungeon.hero.belongings.getItem(PoisonBow.class);
CorrosionBow corrosionBow = Dungeon.hero.belongings.getItem(CorrosionBow.class);
GoldenBow goldenBow = Dungeon.hero.belongings.getItem(GoldenBow.class);
NaturesBow naturesBow = Dungeon.hero.belongings.getItem(NaturesBow.class);

if (bow != null && windBow == null && poisonBow == null && goldenBow == null && naturesBow == null) {
if (bow != null && windBow == null && corrosionBow == null && goldenBow == null && naturesBow == null) {
switch (bow.augment){
case NONE: default:
return Messages.get(this, "action_name_snapshot");
Expand All @@ -115,7 +115,7 @@ public String actionName() {
case DAMAGE:
return Messages.get(this, "action_name_sniper");
}
} else if (bow == null && windBow != null && poisonBow == null && goldenBow == null && naturesBow == null) {
} else if (bow == null && windBow != null && corrosionBow == null && goldenBow == null && naturesBow == null) {
switch (windBow.augment){
case NONE: default:
return Messages.get(this, "action_name_snapshot");
Expand All @@ -124,16 +124,16 @@ public String actionName() {
case DAMAGE:
return Messages.get(this, "action_name_sniper");
}
} else if (bow == null && windBow == null && poisonBow != null && goldenBow == null && naturesBow == null) {
switch (poisonBow.augment){
} else if (bow == null && windBow == null && corrosionBow != null && goldenBow == null && naturesBow == null) {
switch (corrosionBow.augment){
case NONE: default:
return Messages.get(this, "action_name_snapshot");
case SPEED:
return Messages.get(this, "action_name_volley");
case DAMAGE:
return Messages.get(this, "action_name_sniper");
}
} else if (bow == null && windBow == null && poisonBow == null && goldenBow != null && naturesBow == null) {
} else if (bow == null && windBow == null && corrosionBow == null && goldenBow != null && naturesBow == null) {
switch (goldenBow.augment){
case NONE: default:
return Messages.get(this, "action_name_snapshot");
Expand All @@ -142,7 +142,7 @@ public String actionName() {
case DAMAGE:
return Messages.get(this, "action_name_sniper");
}
} else if (bow == null && windBow == null && poisonBow == null && goldenBow == null && naturesBow != null) {
} else if (bow == null && windBow == null && corrosionBow == null && goldenBow == null && naturesBow != null) {
switch (naturesBow.augment){
case NONE: default:
return Messages.get(this, "action_name_snapshot");
Expand Down Expand Up @@ -174,13 +174,13 @@ public void doAction() {

SpiritBow bow = hero.belongings.getItem(SpiritBow.class);
WindBow windBow = hero.belongings.getItem(WindBow.class);
PoisonBow poisonBow = hero.belongings.getItem(PoisonBow.class);
CorrosionBow corrosionBow = hero.belongings.getItem(CorrosionBow.class);
GoldenBow goldenBow = hero.belongings.getItem(GoldenBow.class);
NaturesBow naturesBow = hero.belongings.getItem(NaturesBow.class);

if (bow == null && windBow == null && poisonBow == null && goldenBow == null && naturesBow == null) return;
if (bow == null && windBow == null && corrosionBow == null && goldenBow == null && naturesBow == null) return;

if (bow != null && windBow == null && poisonBow == null && goldenBow == null && naturesBow == null) {
if (bow != null && windBow == null && corrosionBow == null && goldenBow == null && naturesBow == null) {
SpiritBow.SpiritArrow arrow = bow.knockArrow();
if (arrow == null) return;

Expand All @@ -195,7 +195,7 @@ public void doAction() {

arrow.cast(hero, cell);
detach();
} else if (bow == null && windBow != null && poisonBow == null && goldenBow == null && naturesBow == null) {
} else if (bow == null && windBow != null && corrosionBow == null && goldenBow == null && naturesBow == null) {
WindBow.SpiritArrow arrow = windBow.knockArrow();
if (arrow == null) return;

Expand All @@ -210,8 +210,8 @@ public void doAction() {

arrow.cast(hero, cell);
detach();
} else if (bow == null && windBow == null && poisonBow != null && goldenBow == null && naturesBow == null) {
PoisonBow.SpiritArrow arrow = poisonBow.knockArrow();
} else if (bow == null && windBow == null && corrosionBow != null && goldenBow == null && naturesBow == null) {
CorrosionBow.SpiritArrow arrow = corrosionBow.knockArrow();
if (arrow == null) return;

Char ch = (Char) Actor.findById(object);
Expand All @@ -220,12 +220,12 @@ public void doAction() {
int cell = QuickSlotButton.autoAim(ch, arrow);
if (cell == -1) return;

poisonBow.sniperSpecial = true;
poisonBow.sniperSpecialBonusDamage = level*Dungeon.hero.pointsInTalent(Talent.SHARED_UPGRADES)/10f;
corrosionBow.sniperSpecial = true;
corrosionBow.sniperSpecialBonusDamage = level*Dungeon.hero.pointsInTalent(Talent.SHARED_UPGRADES)/10f;

arrow.cast(hero, cell);
detach();
} else if (bow == null && windBow == null && poisonBow == null && goldenBow != null && naturesBow == null) {
} else if (bow == null && windBow == null && corrosionBow == null && goldenBow != null && naturesBow == null) {
GoldenBow.SpiritArrow arrow = goldenBow.knockArrow();
if (arrow == null) return;

Expand All @@ -240,7 +240,7 @@ public void doAction() {

arrow.cast(hero, cell);
detach();
} else if (bow == null && windBow == null && poisonBow == null && goldenBow == null && naturesBow != null) {
} else if (bow == null && windBow == null && corrosionBow == null && goldenBow == null && naturesBow != null) {
NaturesBow.SpiritArrow arrow = naturesBow.knockArrow();
if (arrow == null) return;

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -234,7 +234,7 @@
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfLivingEarth;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.GoldenBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.NaturesBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.PoisonBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.CorrosionBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.SpiritBow;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.WindBow;
Expand Down Expand Up @@ -2026,9 +2026,12 @@ public int attackProc( final Char enemy, int damage ) {

if (wep != null) damage = wep.proc( this, enemy, damage );

if (hero.belongings.weapon != null) {
if (hero.belongings.weapon instanceof SpellBook || hero.belongings.secondWep instanceof SpellBook) {
damage = hero.belongings.weapon.proc(this, enemy, damage);
if (wep != hero.belongings.weapon && hero.belongings.weapon instanceof SpellBook) {
damage = hero.belongings.weapon.proc(this, enemy, damage);
}
if (hero.belongings.secondWep != null) {
if (hero.belongings.secondWep instanceof SpellBook) {
damage = hero.belongings.secondWep.proc(this, enemy, damage);
}
}

Expand Down Expand Up @@ -2087,7 +2090,7 @@ public int attackProc( final Char enemy, int damage ) {
case SNIPER:
if (wep instanceof MissileWeapon && !(wep instanceof SpiritBow.SpiritArrow
|| wep instanceof WindBow.SpiritArrow
|| wep instanceof PoisonBow.SpiritArrow
|| wep instanceof CorrosionBow.SpiritArrow
|| wep instanceof GoldenBow.SpiritArrow
|| wep instanceof NaturesBow.SpiritArrow) && enemy != this) {
Actor.add(new Actor() {
Expand Down
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