@Override public int damageRoll(Char owner) { if (owner instanceof Hero) { Hero hero = (Hero)owner; Char enemy = hero.enemy(); if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) { //deals 75% toward max to max on surprise, instead of min to max. int diff = max() - min(); int damage = augment.damageFactor(Random.NormalIntRange( min() + Math.round(diff*0.75f), max())); int exStr = hero.STR() - STRReq(); if (exStr > 0) { damage += Random.IntRange(0, exStr); } return damage; } } return super.damageRoll(owner); }
private static void initRogue( Hero hero ) { (hero.belongings.weapon = new Dagger()).identify(); CloakOfShadows cloak = new CloakOfShadows(); (hero.belongings.misc1 = cloak).identify(); hero.belongings.misc1.activate( hero ); ThrowingKnife knives = new ThrowingKnife(); knives.quantity(3).collect(); Dungeon.quickslot.setSlot(0, cloak); Dungeon.quickslot.setSlot(1, knives); new VelvetPouch().collect(); Dungeon.LimitedDrops.VELVET_POUCH.drop(); new ScrollOfMagicMapping().identify(); new PotionOfInvisibility().identify(); }
private static void initRogue( Hero hero ) { (hero.belongings.weapon = new Dagger()).identify(); CloakOfShadows cloak = new CloakOfShadows(); (hero.belongings.misc1 = cloak).identify(); hero.belongings.misc1.activate( hero ); ThrowingKnife knives = new ThrowingKnife(); knives.quantity(3).collect(); Dungeon.quickslot.setSlot(0, cloak); Dungeon.quickslot.setSlot(1, knives); new VelvetPouch().collect(); Dungeon.LimitedDrops.VELVET_POUCH.drop(); new ScrollOfMagicMapping().identify(); new PotionOfInvisibility().identify(); }
@Override public int damageRoll(Char owner) { if (owner instanceof Hero) { Hero hero = (Hero)owner; Char enemy = hero.enemy(); if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) { //deals 75% toward max to max on surprise, instead of min to max. int diff = max() - min(); int damage = augment.damageFactor(Random.NormalIntRange( min() + Math.round(diff*0.75f), max())); int exStr = hero.STR() - STRReq(); if (exStr > 0) { damage += Random.IntRange(0, exStr); } return damage; } } return super.damageRoll(owner); }
"These changes should let the rogue go invisible more often, and with more flexibility.")); changes.addButton( new ChangeButton(new Dagger(), "As part of the rogue rework, sneak attack weapons have been buffed:\n\n" + "_-_ Dagger sneak attack minimum damage increased to 75% from 50%.\n" +
"These changes should let the rogue go invisible more often, and with more flexibility.")); changes.addButton( new ChangeButton(new Dagger(), "As part of the rogue rework, sneak attack weapons have been buffed:\n\n" + "_-_ Dagger sneak attack minimum damage increased to 75% from 50%.\n" +