v0.9.2: fixed the player being able to input actions during combo moves
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33e70fa89d
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3e4c137e20
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@ -228,6 +228,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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comboTime = 5f;
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comboTime = 5f;
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Buff.affect(target, ParryTracker.class, Actor.TICK);
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Buff.affect(target, ParryTracker.class, Actor.TICK);
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((Hero)target).spendAndNext(Actor.TICK);
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((Hero)target).spendAndNext(Actor.TICK);
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Dungeon.hero.busy();
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} else {
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} else {
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moveBeingUsed = move;
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moveBeingUsed = move;
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GameScene.selectCell(listener);
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GameScene.selectCell(listener);
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@ -447,6 +448,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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} else {
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} else {
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Ballistica c = new Ballistica(target.pos, enemy.pos, Ballistica.PROJECTILE);
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Ballistica c = new Ballistica(target.pos, enemy.pos, Ballistica.PROJECTILE);
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if (c.collisionPos == enemy.pos){
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if (c.collisionPos == enemy.pos){
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Dungeon.hero.busy();
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target.sprite.jump(target.pos, c.path.get(c.dist-1), new Callback() {
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target.sprite.jump(target.pos, c.path.get(c.dist-1), new Callback() {
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@Override
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@Override
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public void call() {
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public void call() {
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@ -468,6 +470,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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}
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}
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} else {
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} else {
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Dungeon.hero.busy();
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target.sprite.attack(cell, new Callback() {
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target.sprite.attack(cell, new Callback() {
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@Override
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@Override
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public void call() {
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public void call() {
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