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inv:: buffed up the Orb of Intensity

This commit is contained in:
Zeno Rogue
2019-11-28 00:14:22 +01:00
parent e82f1906e1
commit 07477e2b23
3 changed files with 10 additions and 3 deletions

View File

@@ -69,12 +69,16 @@ EX void empathyMove(const movei& mi) {
}
}
EX int intensify(int val) {
return inv::on ? 2 * val : val * 6 / 5;
}
EX bool reduceOrbPower(eItem it, int cap) {
if(items[it] && (lastorbused[it] || (it == itOrbShield && items[it]>3) || !markOrb(itOrbTime))) {
items[it] -= multi::activePlayers();
if(isHaunted(cwt.at->land)) survivalist = false;
if(items[it] < 0) items[it] = 0;
if(items[it] > cap && markOrb(itOrbIntensity)) cap = cap * 6 / 5;
if(items[it] > cap && markOrb(itOrbIntensity)) cap = intensify(cap);
if(items[it] > cap && timerghost) items[it] = cap;
if(items[it] == 0 && it == itOrbLove)
princess::bringBack();
@@ -1377,7 +1381,7 @@ EX int orbcharges(eItem it) {
case itOrbChoice:
return 60;
case itOrbIntensity:
return 50;
return inv::on ? 150 : 50;
case itOrbWinter: // "pickup-winter"
return inv::on ? 45 : 30;
break;