v0.2.4: fixed(or is it intentional? in that case buffed) huntress, now uses excess strength for melee weapons. Reduced reclaiming ammo chance to compensate a bit, clarified the accuracy reduction from using missile weapons in melee range.
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@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.*;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.*;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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@ -149,7 +150,7 @@ public class Weapon extends KindOfWeapon {
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int damage = super.damageRoll( hero );
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int damage = super.damageRoll( hero );
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if ((hero.rangedWeapon != null) == (hero.heroClass == HeroClass.HUNTRESS)) {
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if (this instanceof MeleeWeapon || (this instanceof MissileWeapon && hero.heroClass == HeroClass.HUNTRESS)) {
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int exStr = hero.STR() - STR;
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int exStr = hero.STR() - STR;
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if (exStr > 0) {
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if (exStr > 0) {
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damage += Random.IntRange( 0, exStr );
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damage += Random.IntRange( 0, exStr );
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@ -75,7 +75,7 @@ public class MissileWeapon extends Weapon {
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bonus += ((RingOfSharpshooting.Aim)buff).level;
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bonus += ((RingOfSharpshooting.Aim)buff).level;
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if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
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if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
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bonus += 4;
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bonus += 3;
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if (Random.Float() > Math.pow(0.7, bonus))
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if (Random.Float() > Math.pow(0.7, bonus))
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Buff.affect(enemy, PinCushion.class).stick(this);
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Buff.affect(enemy, PinCushion.class).stick(this);
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@ -150,15 +150,17 @@ public class MissileWeapon extends Weapon {
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if (Dungeon.hero.belongings.backpack.items.contains( this )) {
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if (Dungeon.hero.belongings.backpack.items.contains( this )) {
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if (STR > Dungeon.hero.STR()) {
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if (STR > Dungeon.hero.STR()) {
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info.append(
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info.append(
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"Because of your inadequate strength the accuracy and speed " +
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"\n\nBecause of your inadequate strength the accuracy and speed " +
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"of your attack with this " + name + " is decreased." );
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"of your attack with this " + name + " is decreased." );
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}
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}
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if (STR < Dungeon.hero.STR()) {
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if (STR < Dungeon.hero.STR() && Dungeon.hero.heroClass == HeroClass.HUNTRESS) {
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info.append(
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info.append(
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"Because of your excess strength the damage " +
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"\n\nBecause of your excess strength the damage " +
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"of your attack with this " + name + " is increased." );
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"of your attack with this " + name + " is increased." );
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}
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}
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}
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}
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info.append( "\n\nAs this weapon designed to be used at a distance, it is much less accurate if used at melee range.");
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if (isEquipped( Dungeon.hero )) {
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if (isEquipped( Dungeon.hero )) {
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info.append( "\n\nYou hold the " + name + " at the ready." );
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info.append( "\n\nYou hold the " + name + " at the ready." );
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