v0.9.2: implement the point blank talent
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@ -391,6 +391,8 @@ actors.hero.talent.heightened_senses.title=heightened senses
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actors.hero.talent.heightened_senses.desc=_+1:_ The Huntress gains mind vision on any enemy within _2 tiles of her position_.\n\n_+2:_ The Huntress gains mind vision on any enemy within _3 tiles of her position_.
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actors.hero.talent.heightened_senses.desc=_+1:_ The Huntress gains mind vision on any enemy within _2 tiles of her position_.\n\n_+2:_ The Huntress gains mind vision on any enemy within _3 tiles of her position_.
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actors.hero.talent.durable_projectiles.title=durable projectiles
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actors.hero.talent.durable_projectiles.title=durable projectiles
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actors.hero.talent.durable_projectiles.desc=_+1:_ Thrown weapons have _+50% durability_ when used by the Huntress.\n\n_+2:_ Thrown weapons have _+75% durability_ when used by the Huntress.
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actors.hero.talent.durable_projectiles.desc=_+1:_ Thrown weapons have _+50% durability_ when used by the Huntress.\n\n_+2:_ Thrown weapons have _+75% durability_ when used by the Huntress.
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actors.hero.talent.point_blank.title=point blank
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actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses a thrown weapon at melee range it has _-30% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses a thrown weapon at melee range it has _-10% accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses a thrown weapon at melee range it has _+10% accuracy,_ instead of -50%.\n\nNote that thrown weapons always have +50% accuracy when used at a distance.
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actors.hero.hero.name=you
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actors.hero.hero.name=you
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actors.hero.hero.leave=You can't leave yet, the rest of the dungeon awaits below!
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actors.hero.hero.leave=You can't leave yet, the rest of the dungeon awaits below!
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@ -400,7 +400,7 @@ public class Hero extends Char {
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if (wep instanceof MissileWeapon){
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if (wep instanceof MissileWeapon){
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if (Dungeon.level.adjacent( pos, target.pos )) {
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if (Dungeon.level.adjacent( pos, target.pos )) {
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accuracy *= 0.5f;
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accuracy *= (0.5f + 0.2f*pointsInTalent(Talent.POINT_BLANK));
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} else {
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} else {
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accuracy *= 1.5f;
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accuracy *= 1.5f;
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}
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}
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@ -104,7 +104,7 @@ public enum Talent {
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//Huntress T2
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//Huntress T2
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INVIGORATING_MEAL(100), RESTORED_NATURE(101), REJUVENATING_STEPS(102), HEIGHTENED_SENSES(103), DURABLE_PROJECTILES(104),
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INVIGORATING_MEAL(100), RESTORED_NATURE(101), REJUVENATING_STEPS(102), HEIGHTENED_SENSES(103), DURABLE_PROJECTILES(104),
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//Huntress T3
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//Huntress T3
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HUNTRESS_T3_1(105, 3), HUNTRESS_T3_2(106, 3),
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POINT_BLANK(105, 3), HUNTRESS_T3_2(106, 3),
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//Sniper T3
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//Sniper T3
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SNIPER_T3_1(107, 3), SNIPER_T3_2(108, 3), SNIPER_T3_3(109, 3),
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SNIPER_T3_1(107, 3), SNIPER_T3_2(108, 3), SNIPER_T3_3(109, 3),
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//Warden T3
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//Warden T3
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@ -424,7 +424,7 @@ public enum Talent {
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Collections.addAll(tierTalents, ROGUE_T3_1, ROGUE_T3_2);
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Collections.addAll(tierTalents, ROGUE_T3_1, ROGUE_T3_2);
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break;
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break;
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case HUNTRESS:
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case HUNTRESS:
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Collections.addAll(tierTalents, HUNTRESS_T3_1, HUNTRESS_T3_2);
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Collections.addAll(tierTalents, POINT_BLANK, HUNTRESS_T3_2);
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break;
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break;
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}
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}
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for (Talent talent : tierTalents){
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for (Talent talent : tierTalents){
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