v0.4.1: fixed sneak weapons not being affected by weightstone imbue
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@ -45,7 +45,7 @@ public class AssassinsBlade extends MeleeWeapon {
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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//deals avg damage to max on surprise, instead of min to max.
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return Random.NormalIntRange((min() + max())/2, max());
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return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
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else
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return super.damageRoll(hero);
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}
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@ -45,7 +45,7 @@ public class Dagger extends MeleeWeapon {
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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//deals avg damage to max on surprise, instead of min to max.
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return Random.NormalIntRange((min() + max())/2, max());
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return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
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else
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return super.damageRoll(hero);
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}
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@ -45,7 +45,7 @@ public class Dirk extends MeleeWeapon {
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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//deals avg damage to max on surprise, instead of min to max.
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return Random.NormalIntRange((min() + max())/2, max());
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return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
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else
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return super.damageRoll(hero);
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}
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