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Spatio lag partially addressed, also typo fixes, also soulless stats
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dmchurch committed Jan 16, 2024
1 parent ecfe5a2 commit 7bd5828
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Showing 3 changed files with 14 additions and 9 deletions.
15 changes: 9 additions & 6 deletions actionList.js
Original file line number Diff line number Diff line change
Expand Up @@ -5111,13 +5111,16 @@ Action.Spatiomancy = new Action("Spatiomancy", {
return towns[4].getLevel("Tour") >= 60;
},
finish() {
const oldSpatioSkill = getSkillLevel("Spatiomancy");
handleSkillExp(this.skills);
view.requestUpdate("adjustManaCost", "Mana Geyser");
view.requestUpdate("adjustManaCost", "Mana Well");
adjustAll();
for (const action of totalActionList) {
if (towns[action.townNum].varNames.indexOf(action.varName) !== -1) {
view.requestUpdate("updateRegular", {name: action.varName, index: action.townNum});
if (getSkillLevel("Spatiomancy") !== oldSpatioSkill) {
view.requestUpdate("adjustManaCost", "Mana Geyser");
view.requestUpdate("adjustManaCost", "Mana Well");
adjustAll();
for (const action of totalActionList) {
if (towns[action.townNum].varNames.indexOf(action.varName) !== -1) {
view.requestUpdate("updateRegular", {name: action.varName, index: action.townNum});
}
}
}
},
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6 changes: 3 additions & 3 deletions lang/en-EN/game.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2075,7 +2075,7 @@
]]></tooltip>
<story_1><![CDATA[<b>Dexterity trained:</b>⮀ You find rocks spaced intermittently in an open clearing. Your best guess is that they were set up as a training field for some mercenary group that had passed by. Either way, it's fun to bounce from one rock to another parrying invisible enemies and fighting the air.]]></story_1>
<story_2><![CDATA[<b>100 Dexterity Talent:</b>⮀ You parry and fight invisible monsters for a lot longer than you thought you were gonna but you are now quick to dodge and evade!]]></story_2>
<story_3><![CDATA[<b>1,000 Dexterity Talent:</b>⮀ You have grown so dextrous that it sometimes feel like you're flying while you practice, your feet barely touching the ground any more.]]></story_3>
<story_3><![CDATA[<b>1,000 Dexterity Talent:</b>⮀ You have grown so dextrous that it sometimes feels like you're flying while you practice, your feet barely touching the ground any more.]]></story_3>
<story_4><![CDATA[<b>10,000 Dexterity Talent:</b>⮀ You take a deep breath, then step up to the nicely arranged rocks. With trained ease beyond any mortal peer, you jump from one rock to another, dancing around the clearing as if gravity has no hold over you.]]></story_4>
<story_5><![CDATA[<b>100,000 Dexterity Talent:</b>⮀ By now, you have been training on these rocks for so long that you know every last bump and divot on them. You can't recall the last time you fell off of one of them, nor can you remember the last time anything else made you fall in a way you couldn't catch in time. With a shrug, you move along, your feet moving so lightly that even the loose leaves on the forest floor remain undisturbed.]]></story_5>
</train_dexterity>
Expand Down Expand Up @@ -2913,8 +2913,8 @@
<story_1><![CDATA[<b>1% Explored:</b>⮀ The gloomy darkness in this twisted copy of that town you were in so long ago is pulling on your mind, making it hard to focus as you drift aimlessly.]]></story_1>
<story_2><![CDATA[<b>5% Explored:</b>⮀ Given how it's the only source of light for apparently miles around, the glowing spire draws you to its base like a moth to a candleflame. Up close, you can feel the tell-tale tingle in your heart telling you there are a <i>lot</i> of soul stones in there.]]></story_2>
<story_3><![CDATA[<b>10% Explored:</b>⮀ Even though thinking makes your head spin, you're starting to notice a few things around this basically-dead town. For one, there are wells build over rapidly evaporating mana pools and for another is the <i>awful</i> little pylon you found in one house.]]></story_3>
<story_4><![CDATA[<b>15% Explored:</b>⮀ Knowing a little bit of Dark magic turns out to be quite useful: stumbling across a cemetary, you realize the conditions here are perfect for raising your personal Army Of The Dead! ...Assuming you have any idea how to, anyway.]]></story_4>
<story_5><![CDATA[<b>25% Explored:</b>⮀ The church you passed by is... not what it looks like, clearly. For one, you've felt the Touch of the Gods before, and this place feels like the polar opposite. Maybe you can have a chat with the Gods' less liked relatives here?]]></story_5>
<story_4><![CDATA[<b>15% Explored:</b>⮀ Knowing a little bit of Dark magic turns out to be quite useful: stumbling across a cemetery, you realize the conditions here are perfect for raising your personal Army Of The Dead! ...Assuming you have any idea how to, anyway.]]></story_4>
<story_5><![CDATA[<b>25% Explored:</b>⮀ The church you passed by is... not what it looks like, clearly. For one, you've felt the Touch of the Gods before, and this place feels like the polar opposite. Maybe you can have a chat with the Gods' less-liked relatives here?]]></story_5>
<story_6><![CDATA[<b>50% Explored:</b>⮀ On your many aimless wanderings through the town, you occasionally hear the sound of a little bell; the kind you might find in a cash register. How strange, is there a supply salesman near here as well?]]></story_6>
<story_7><![CDATA[<b>75% Explored:</b>⮀ One thing you have noticed differs between this town and the one you reset to, is the location of the exit. As you wander, you occasionally catch a glimpse of a tower, just tall enough to be seen over the roofs. Maybe that's where you can leave town?]]></story_7>
<story_8><![CDATA[<b>100% Explored:</b>⮀ No matter how hard the town tried to confuse and mislead you, you're now pretty sure that you've got the entire layout memorized. It's still not a walk in the park, but at least you can now reliably make your way from your starting position to the stubby tower along the path out of town.]]></story_8>
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2 changes: 2 additions & 0 deletions stats.js
Original file line number Diff line number Diff line change
Expand Up @@ -100,6 +100,7 @@ class Stat extends Localizable {
name;
statLevelExp = new LevelExp();
talentLevelExp = new LevelExp();
soullessLevelExp = new LevelExp();
soulstone = 0;

/** @param {StatName} name */
Expand Down Expand Up @@ -553,6 +554,7 @@ function getExpToLevel(name, talentOnly=false) {
/** @param {StatName} name */
function addExp(name, amount) {
stats[name].statLevelExp.addExp(amount);
stats[name].soullessLevelExp.addExp(amount / stats[name].soulstoneMult);
let talentGain = amount * getTalentMultiplier();
stats[name].talentLevelExp.addExp(talentGain);
totalTalent += talentGain;
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