v0.9.3: rejuv steps no longer triggers while levitating
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c067425783
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@ -930,24 +930,24 @@ public abstract class Level implements Bundlable {
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Web.affectChar( ch );
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Web.affectChar( ch );
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}
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}
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if ( (map[ch.pos] == Terrain.GRASS || map[ch.pos] == Terrain.EMBERS)
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&& ch == Dungeon.hero && Dungeon.hero.hasTalent(Talent.REJUVENATING_STEPS)
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&& ch.buff(Talent.RejuvenatingStepsCooldown.class) == null){
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if (Dungeon.hero.buff(LockedFloor.class) != null && !Dungeon.hero.buff(LockedFloor.class).regenOn()){
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set(ch.pos, Terrain.FURROWED_GRASS);
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} else if (ch.buff(Talent.RejuvenatingStepsFurrow.class) != null && ch.buff(Talent.RejuvenatingStepsFurrow.class).count() >= 200) {
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set(ch.pos, Terrain.FURROWED_GRASS);
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} else {
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set(ch.pos, Terrain.HIGH_GRASS);
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Buff.count(ch, Talent.RejuvenatingStepsFurrow.class, 3 - Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
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}
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GameScene.updateMap(ch.pos);
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Buff.affect(ch, Talent.RejuvenatingStepsCooldown.class, 15f - 5f*Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
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}
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if (!ch.flying){
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if (!ch.flying){
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if ( (map[ch.pos] == Terrain.GRASS || map[ch.pos] == Terrain.EMBERS)
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&& ch == Dungeon.hero && Dungeon.hero.hasTalent(Talent.REJUVENATING_STEPS)
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&& ch.buff(Talent.RejuvenatingStepsCooldown.class) == null){
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if (Dungeon.hero.buff(LockedFloor.class) != null && !Dungeon.hero.buff(LockedFloor.class).regenOn()){
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set(ch.pos, Terrain.FURROWED_GRASS);
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} else if (ch.buff(Talent.RejuvenatingStepsFurrow.class) != null && ch.buff(Talent.RejuvenatingStepsFurrow.class).count() >= 200) {
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set(ch.pos, Terrain.FURROWED_GRASS);
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} else {
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set(ch.pos, Terrain.HIGH_GRASS);
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Buff.count(ch, Talent.RejuvenatingStepsFurrow.class, 3 - Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
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}
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GameScene.updateMap(ch.pos);
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Buff.affect(ch, Talent.RejuvenatingStepsCooldown.class, 15f - 5f*Dungeon.hero.pointsInTalent(Talent.REJUVENATING_STEPS));
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}
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if (pit[ch.pos]){
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if (pit[ch.pos]){
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if (ch == Dungeon.hero) {
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if (ch == Dungeon.hero) {
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Chasm.heroFall(ch.pos);
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Chasm.heroFall(ch.pos);
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