本文整理汇总了Java中com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror类的典型用法代码示例。如果您正苦于以下问题:Java RingOfFuror类的具体用法?Java RingOfFuror怎么用?Java RingOfFuror使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
RingOfFuror类属于com.shatteredpixel.shatteredpixeldungeon.items.rings包,在下文中一共展示了RingOfFuror类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: attackDelay
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror; //导入依赖的package包/类
public float attackDelay() {
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
if (wep != null) {
return wep.speedFactor( this );
} else {
//Normally putting furor speed on unarmed attacks would be unnecessary
//But there's going to be that one guy who gets a furor+force ring combo
//This is for that one guy, you shall get your fists of fury!
int bonus = 0;
for (Buff buff : buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
return (float)(0.25 + (1 - 0.25)*Math.pow(0.8, bonus));
}
}
示例2: speedFactor
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror; //导入依赖的package包/类
@Override
public float speedFactor( Hero hero ) {
int encumrance = STR - hero.STR();
if (this instanceof MissileWeapon && hero.heroClass == HeroClass.HUNTRESS) {
encumrance -= 2;
}
float DLY = this.DLY * (imbue == Imbue.LIGHT ? 0.667f : (imbue == Imbue.HEAVY ? 1.667f : 1.0f));
int bonus = 0;
for (Buff buff : hero.buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
DLY = (float)(0.25 + (DLY - 0.25)*Math.pow(0.8, bonus));
return
(encumrance > 0 ? (float)(DLY * Math.pow( 1.2, encumrance )) : DLY);
}
示例3: speedFactor
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror; //导入依赖的package包/类
@Override
public float speedFactor( Char owner ) {
int encumbrance = 0;
if (owner instanceof Hero) {
encumbrance = STRReq() - ((Hero)owner).STR();
if (this instanceof MissileWeapon && ((Hero)owner).heroClass == HeroClass.HUNTRESS) {
encumbrance -= 2;
}
}
float DLY = imbue.delayFactor(this.DLY);
DLY = RingOfFuror.modifyAttackDelay(DLY, owner);
return (encumbrance > 0 ? (float)(DLY * Math.pow( 1.2, encumbrance )) : DLY);
}
示例4: attackDelay
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror; //导入依赖的package包/类
public float attackDelay() {
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
if (wep != null) {
return wep.speedFactor( this );
} else {
//Normally putting furor speed on unarmed attacks would be unnecessary
//But there's going to be that one guy who gets a furor+force ring combo
//This is for that one guy, you shall get your fists of fury!
return RingOfFuror.modifyAttackDelay(1f, this);
}
}