@Override public ArrayList<String> actions( Hero hero ) { ArrayList<String> actions = super.actions( hero ); if (isEquipped( hero ) && !cursed) actions.add(AC_BREW); return actions; }
@Override public ArrayList<String> actions( Hero hero ) { ArrayList<String> actions = super.actions( hero ); if (isEquipped( hero ) && !cursed) actions.add(AC_BREW); return actions; }
@Override public String desc() { String result = Messages.get(this, "desc"); if (isEquipped(Dungeon.hero)) { if (cursed) result += "\n\n" + Messages.get(this, "desc_cursed"); else if (!alchemyReady) result += "\n\n" + Messages.get(this, "desc_warming"); else result += "\n\n" + Messages.get(this, "desc_hint"); } return result; }
@Override public String desc() { String result = Messages.get(this, "desc"); if (isEquipped(Dungeon.hero)) { if (cursed) result += "\n\n" + Messages.get(this, "desc_cursed"); else if (!alchemyReady) result += "\n\n" + Messages.get(this, "desc_warming"); else result += "\n\n" + Messages.get(this, "desc_hint"); } return result; }
@Override public void execute(Hero hero, String action ) { super.execute(hero, action); if (action.equals(AC_BREW)){ if (!isEquipped(hero)) GLog.i( Messages.get(this, "need_to_equip") ); else if (cursed) GLog.w( Messages.get(this, "cursed") ); else if (!alchemyReady) GLog.i( Messages.get(this, "not_ready") ); else if (hero.visibleEnemies() > hero.mindVisionEnemies.size()) GLog.i( Messages.get(this, "enemy_near") ); else { AlchemyScene.setProvider(hero.buff(kitEnergy.class)); Game.switchScene(AlchemyScene.class); } } }
@Override public void execute(Hero hero, String action ) { super.execute(hero, action); if (action.equals(AC_BREW)){ if (!isEquipped(hero)) GLog.i( Messages.get(this, "need_to_equip") ); else if (cursed) GLog.w( Messages.get(this, "cursed") ); else if (!alchemyReady) GLog.i( Messages.get(this, "not_ready") ); else if (hero.visibleEnemies() > hero.mindVisionEnemies.size()) GLog.i( Messages.get(this, "enemy_near") ); else { AlchemyScene.setProvider(hero.buff(kitEnergy.class)); Game.switchScene(AlchemyScene.class); } } }