@Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { //cripples enemy Buff.prolong( defender, Cripple.class, 1f+staff.level()); }
@Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { //cripples enemy Buff.prolong( defender, Cripple.class, 1f+staff.level()); }
@Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { //like pre-nerf vampiric enchantment, except with herbal healing buff int level = Math.max( 0, staff.level() ); // lvl 0 - 33% // lvl 1 - 43% // lvl 2 - 50% int maxValue = damage * (level + 2) / (level + 6); int effValue = Math.min( Random.IntRange(0, maxValue), attacker.HT - attacker.HP ); Buff.affect(attacker, Sungrass.Health.class).boost( effValue ); }
@Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { //like pre-nerf vampiric enchantment, except with herbal healing buff int level = Math.max( 0, staff.level() ); // lvl 0 - 33% // lvl 1 - 43% // lvl 2 - 50% int maxValue = damage * (level + 2) / (level + 6); int effValue = Math.min( Random.IntRange(0, maxValue), attacker.HT - attacker.HP ); Buff.affect(attacker, Sungrass.Health.class).boost( effValue ); }
@Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { Buff.prolong( attacker, Recharging.class, 1 + staff.level()/2f); SpellSprite.show(attacker, SpellSprite.CHARGE); }
@Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { Buff.prolong( attacker, Recharging.class, 1 + staff.level()/2f); SpellSprite.show(attacker, SpellSprite.CHARGE); }
@Override //behaves just like glyph of Repulsion public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { int level = Math.max(0, staff.level()); // lvl 0 - 25% // lvl 1 - 40% // lvl 2 - 50% if (Random.Int( level + 4 ) >= 3){ int oppositeHero = defender.pos + (defender.pos - attacker.pos); Ballistica trajectory = new Ballistica(defender.pos, oppositeHero, Ballistica.MAGIC_BOLT); throwChar(defender, trajectory, 2); } }
@Override //behaves just like glyph of Repulsion public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { int level = Math.max(0, staff.level()); // lvl 0 - 25% // lvl 1 - 40% // lvl 2 - 50% if (Random.Int( level + 4 ) >= 3){ int oppositeHero = defender.pos + (defender.pos - attacker.pos); Ballistica trajectory = new Ballistica(defender.pos, oppositeHero, Ballistica.MAGIC_BOLT); throwChar(defender, trajectory, 2); } }