v0.7.5b: balance changes:
- damage slightly reduced on snakes, crabs, and slimes - wand of corruption rebalanced, base power down, debuff power up - necromancers summon skeletons at more health - tengu is now less accurate, jumps slightly less far in phase 3.
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@ -44,7 +44,7 @@ public class Crab extends Mob {
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@Override
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@Override
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public int damageRoll() {
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public int damageRoll() {
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return Random.NormalIntRange( 1, 8 );
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return Random.NormalIntRange( 1, 7 );
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}
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}
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@Override
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@Override
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@ -326,8 +326,8 @@ public class Necromancer extends Mob {
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//no loot or exp
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//no loot or exp
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maxLvl = -5;
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maxLvl = -5;
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//15/25 health to start
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//20/25 health to start
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HP = 15;
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HP = 20;
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}
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}
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private void teleportSpend(){
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private void teleportSpend(){
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@ -107,9 +107,9 @@ public class NewTengu extends Mob {
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@Override
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@Override
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public int attackSkill( Char target ) {
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public int attackSkill( Char target ) {
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if (target.invisible > 0){
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if (target.invisible > 0){
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return 12;
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return 6;
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} else {
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} else {
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return 20;
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return 18;
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}
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}
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}
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}
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@ -251,8 +251,8 @@ public class NewTengu extends Mob {
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newPos = Random.Int(level.length());
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newPos = Random.Int(level.length());
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} while (
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} while (
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level.solid[newPos] ||
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level.solid[newPos] ||
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level.distance(newPos, enemy.pos) < 6 ||
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level.distance(newPos, enemy.pos) < 5 ||
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level.distance(newPos, enemy.pos) > 8 ||
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level.distance(newPos, enemy.pos) > 7 ||
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level.distance(newPos, pos) < 6 ||
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level.distance(newPos, pos) < 6 ||
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Actor.findChar(newPos) != null ||
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Actor.findChar(newPos) != null ||
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Dungeon.level.heaps.get(newPos) != null);
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Dungeon.level.heaps.get(newPos) != null);
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@ -45,7 +45,7 @@ public class Slime extends Mob {
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@Override
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@Override
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public int damageRoll() {
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public int damageRoll() {
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return Random.NormalIntRange( 3, 5 );
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return Random.NormalIntRange( 2, 5 );
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}
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}
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@Override
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@Override
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@ -41,7 +41,7 @@ public class Snake extends Mob {
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@Override
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@Override
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public int damageRoll() {
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public int damageRoll() {
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return Random.NormalIntRange( 1, 5 );
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return Random.NormalIntRange( 1, 4 );
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}
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}
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@Override
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@Override
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@ -130,7 +130,7 @@ public class WandOfCorruption extends Wand {
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Mob enemy = (Mob) ch;
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Mob enemy = (Mob) ch;
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float corruptingPower = 2 + level();
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float corruptingPower = 3 + level()/2;
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//base enemy resistance is usually based on their exp, but in special cases it is based on other criteria
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//base enemy resistance is usually based on their exp, but in special cases it is based on other criteria
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float enemyResist = 1 + enemy.EXP;
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float enemyResist = 1 + enemy.EXP;
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