v0.3.0: implemented common and very rare cursed wand effects
This commit is contained in:
parent
20437994e2
commit
33616a1ce2
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@ -82,7 +82,7 @@ public class Mimic extends Mob {
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public void adjustStats( int level ) {
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public void adjustStats( int level ) {
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this.level = level;
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this.level = level;
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HT = (3 + level) * 5;
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HP = HT = (3 + level) * 5;
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EXP = 2 + 2 * (level - 1) / 5;
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EXP = 2 + 2 * (level - 1) / 5;
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defenseSkill = attackSkill( null ) / 2;
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defenseSkill = attackSkill( null ) / 2;
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@ -143,7 +143,6 @@ public class Mimic extends Mob {
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Mimic m = new Mimic();
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Mimic m = new Mimic();
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m.items = new ArrayList<Item>( items );
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m.items = new ArrayList<Item>( items );
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m.adjustStats( Dungeon.depth );
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m.adjustStats( Dungeon.depth );
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m.HP = m.HT;
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m.pos = pos;
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m.pos = pos;
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m.state = m.HUNTING;
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m.state = m.HUNTING;
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GameScene.add( m, 1 );
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GameScene.add( m, 1 );
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@ -1,19 +1,39 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ConfusionGas;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ParalyticGas;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Regrowth;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ToxicGas;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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import java.io.IOException;
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import java.util.ArrayList;
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//helper class to contain all the cursed wand zapping logic, so the main wand class doesn't get huge.
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//helper class to contain all the cursed wand zapping logic, so the main wand class doesn't get huge.
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//TODO: fill this in
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public class CursedWand {
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public class CursedWand {
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private static float COMMON_CHANCE = 0.6f;
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private static float COMMON_CHANCE = 0.6f;
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@ -21,50 +41,231 @@ public class CursedWand {
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private static float RARE_CHANCE = 0.09f;
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private static float RARE_CHANCE = 0.09f;
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private static float VERY_RARE_CHANCE = 0.01f;
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private static float VERY_RARE_CHANCE = 0.01f;
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public static void cursedZap(final Hero user, final Ballistica bolt){
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public static void cursedZap(final Wand wand, final Hero user, final Ballistica bolt){
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switch (Random.chances(new float[]{COMMON_CHANCE, UNCOMMON_CHANCE, RARE_CHANCE, VERY_RARE_CHANCE})){
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switch (Random.chances(new float[]{COMMON_CHANCE, UNCOMMON_CHANCE, RARE_CHANCE, VERY_RARE_CHANCE})){
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case 0:
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case 0:
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default:
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default:
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commonEffect(user, bolt);
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commonEffect(wand, user, bolt);
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break;
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break;
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case 1:
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case 1:
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uncommonEffect(user, bolt);
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uncommonEffect(wand, user, bolt);
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break;
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break;
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case 2:
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case 2:
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rareEffect(user, bolt);
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rareEffect(wand, user, bolt);
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break;
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break;
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case 3:
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case 3:
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veryRareEffect(user, bolt);
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veryRareEffect(wand, user, bolt);
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break;
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break;
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}
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}
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}
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}
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private static void commonEffect(final Hero user, final Ballistica bolt){
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private static void commonEffect(final Wand wand, final Hero user, final Ballistica bolt){
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//Random Fire!
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switch(Random.Int(4)){
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if (Random.Int(2) == 0){
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Buff.affect(user, Burning.class).reignite(user);
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//anti-entropy
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} else {
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case 0:
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cursedFX(user, bolt, new Callback() {
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cursedFX(user, bolt, new Callback() {
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public void call() {
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public void call() {
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Char target = Actor.findChar(bolt.collisionPos);
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Char target = Actor.findChar(bolt.collisionPos);
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if (target != null)
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switch (Random.Int(2)){
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Buff.affect(target, Burning.class).reignite(target);
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case 0:
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if (target != null)
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Buff.affect(target, Burning.class).reignite(target);
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Buff.affect(user, Frost.class, Frost.duration(user) * Random.Float(3f, 5f));
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break;
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case 1:
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Buff.affect(user, Burning.class).reignite(user);
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if (target != null)
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Buff.affect(target, Frost.class, Frost.duration(target) * Random.Float(3f, 5f));
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break;
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}
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wand.wandUsed();
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}
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}
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});
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});
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break;
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//spawns some regrowth
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case 1:
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cursedFX(user, bolt, new Callback() {
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public void call() {
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int c = Dungeon.level.map[bolt.collisionPos];
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if (c == Terrain.EMPTY ||
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c == Terrain.EMBERS ||
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c == Terrain.EMPTY_DECO ||
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c == Terrain.GRASS ||
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c == Terrain.HIGH_GRASS) {
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GameScene.add( Blob.seed(bolt.collisionPos, 30, Regrowth.class));
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}
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wand.wandUsed();
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}
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});
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break;
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//random teleportation
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case 2:
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switch(Random.Int(2)){
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case 0:
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ScrollOfTeleportation.teleportHero(user);
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wand.wandUsed();
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break;
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case 1:
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cursedFX(user, bolt, new Callback() {
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public void call() {
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Char ch = Actor.findChar( bolt.collisionPos );
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if (ch != null) {
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int count = 10;
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int pos;
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do {
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pos = Dungeon.level.randomRespawnCell();
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if (count-- <= 0) {
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break;
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}
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} while (pos == -1);
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if (pos == -1) {
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GLog.w(ScrollOfTeleportation.TXT_NO_TELEPORT);
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} else {
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ch.pos = pos;
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ch.sprite.place(ch.pos);
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ch.sprite.visible = Dungeon.visible[pos];
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}
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}
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wand.wandUsed();
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}
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});
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break;
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}
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}
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}
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break;
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private static void uncommonEffect(final Hero user, final Ballistica bolt){
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//random gas at location
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case 3:
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cursedFX(user, bolt, new Callback() {
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public void call() {
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switch(Random.Int(3)){
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case 0:
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GameScene.add( Blob.seed( bolt.collisionPos, 800, ConfusionGas.class ) );
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break;
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case 1:
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GameScene.add( Blob.seed( bolt.collisionPos, 500, ToxicGas.class ) );
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break;
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case 2:
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GameScene.add( Blob.seed( bolt.collisionPos, 200, ParalyticGas.class ) );
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break;
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}
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wand.wandUsed();
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}
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});
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break;
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}
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}
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}
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private static void rareEffect(final Hero user, final Ballistica bolt){
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private static void uncommonEffect(final Wand wand, final Hero user, final Ballistica bolt){
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//TODO: implement
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switch(Random.Int(4)){
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case 0:
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break;
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case 1:
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break;
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case 2:
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break;
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case 3:
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break;
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}
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wand.wandUsed();
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GLog.i("uncommon effect");
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}
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}
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private static void veryRareEffect(final Hero user, final Ballistica bolt){
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private static void rareEffect(final Wand wand, final Hero user, final Ballistica bolt){
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//TODO: implement
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switch(Random.Int(4)){
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case 0:
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break;
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case 1:
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break;
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case 2:
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break;
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case 3:
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break;
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}
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wand.wandUsed();
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GLog.i("rare effect");
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}
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private static void veryRareEffect(final Wand wand, final Hero user, final Ballistica bolt){
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switch(Random.Int(4)){
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//great forest fire!
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case 0:
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for (int i = 0; i < Level.LENGTH; i++){
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int c = Dungeon.level.map[i];
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if (c == Terrain.EMPTY ||
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c == Terrain.EMBERS ||
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c == Terrain.EMPTY_DECO ||
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c == Terrain.GRASS ||
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c == Terrain.HIGH_GRASS) {
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GameScene.add( Blob.seed(i, 15, Regrowth.class));
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}
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}
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do {
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GameScene.add(Blob.seed(Dungeon.level.randomDestination(), 10, Fire.class));
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} while (Random.Int(5) != 0);
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new Flare(8, 32).color(0xFFFF66, true).show(user.sprite, 2f);
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Sample.INSTANCE.play(Assets.SND_TELEPORT);
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GLog.p("Grass explodes around you!");
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GLog.w("You smell burning...");
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wand.wandUsed();
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break;
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//superpowered mimic
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case 1:
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cursedFX(user, bolt, new Callback() {
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public void call() {
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Mimic mimic = Mimic.spawnAt(bolt.collisionPos, new ArrayList<Item>());
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mimic.adjustStats(Dungeon.depth + 10);
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mimic.HP = mimic.HT;
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Item reward;
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do {
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reward = Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR,
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Generator.Category.RING, Generator.Category.WAND));
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} while (reward.level < 2 && !(reward instanceof MissileWeapon));
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Sample.INSTANCE.play(Assets.SND_MIMIC, 1, 1, 0.5f);
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mimic.items.clear();
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mimic.items.add(reward);
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wand.wandUsed();
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}
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});
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break;
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//crashes the game, yes, really.
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case 2:
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try {
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Dungeon.saveAll();
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//TODO: consider a more elegant way to accomplish this effect.
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throw new RuntimeException("critical wand exception");
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} catch(IOException e){
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//oookay maybe don't kill the game if the save failed.
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GLog.i("nothing happens");
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wand.wandUsed();
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}
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break;
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//random transmogrification
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case 3:
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wand.wandUsed();
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wand.detach(user.belongings.backpack);
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Item result;
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do {
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result = Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR,
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Generator.Category.RING, Generator.Category.ARTIFACT));
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} while (result.level < 0 && !(result instanceof MissileWeapon));
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if (result.isUpgradable()) result.upgrade();
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result.cursed = result.cursedKnown = true;
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GLog.w("your wand transmogrifies into a different item!");
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Dungeon.level.drop(result, user.pos).sprite.drop();
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wand.wandUsed();
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break;
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}
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}
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}
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private static void cursedFX(final Hero user, final Ballistica bolt, final Callback callback){
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private static void cursedFX(final Hero user, final Ballistica bolt, final Callback callback){
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@ -340,12 +340,11 @@ public abstract class Wand extends Item {
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curUser.busy();
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curUser.busy();
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if (curWand.cursed){
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if (curWand.cursed){
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CursedWand.cursedZap(curUser, new Ballistica( curUser.pos, target, Ballistica.MAGIC_BOLT));
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CursedWand.cursedZap(curWand, curUser, new Ballistica( curUser.pos, target, Ballistica.MAGIC_BOLT));
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if (!curWand.cursedKnown){
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if (!curWand.cursedKnown){
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curWand.cursedKnown = true;
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curWand.cursedKnown = true;
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GLog.n("This " + curItem.name() + " is cursed!");
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GLog.n("This " + curItem.name() + " is cursed!");
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}
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}
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curWand.wandUsed();
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} else {
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} else {
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curWand.fx(shot, new Callback() {
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curWand.fx(shot, new Callback() {
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public void call() {
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public void call() {
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