package com.watabou.pixeldungeon.items.weapon.missiles; import com.watabou.pixeldungeon.actors.Char; import com.watabou.pixeldungeon.actors.buffs.Bleeding; import com.watabou.pixeldungeon.actors.buffs.Buff; import com.watabou.pixeldungeon.items.Item; import com.watabou.pixeldungeon.sprites.ItemSpriteSheet; import com.watabou.utils.Random; public class Tamahawk extends MissileWeapon { public Tamahawk() { this( 1 ); } public Tamahawk( int number ) { super(); image = ItemSpriteSheet.TOMAHAWK; setSTR(17); MIN = 4; MAX = 20; quantity(number); } @Override public void attackProc(Char attacker, Char defender, int damage ) { super.attackProc( attacker, defender, damage ); Buff.affect( defender, Bleeding.class ).level( damage ); } @Override public Item random() { quantity(Random.Int( 5, 12 )); return this; } @Override public int price() { return 20 * quantity(); } @Override public String getAttackAnimationClass() { return SWORD_ATTACK; } @Override public String getVisualName() { return "Tomahawk"; } }
package com.nyrds.pixeldungeon.items.common; import androidx.annotation.Keep; import com.nyrds.Packable; import com.watabou.pixeldungeon.actors.Char; import com.watabou.pixeldungeon.items.weapon.missiles.Tamahawk; import com.watabou.utils.Bundle; import com.watabou.utils.Random; import org.jetbrains.annotations.NotNull; public class GnollTamahawk extends Tamahawk { @Packable public int imageIndex; @Keep public GnollTamahawk() { super(); } @Override public void attackProc(Char attacker, Char defender, int damage) { super.attackProc(attacker, defender, damage); // Additional gnoll-specific effects could go here } }
In ItemFactory.java:
<string name="Tamahawk_Name">tomahawk</string> <string name="Tamahawk_Info">While this throwing axe is not that heavy, yet still it requires significant strength to be used effectively.</string> <string name="Tamahawk_Gender">masculine</string>
This entity is implemented in Java, no Lua script exists for base Tamahawk functionality.