v0.2.4: updated TODOs
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@ -716,7 +716,7 @@ public class Badges {
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}
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}
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//TODO: Replace this badge, Delayed to 0.2.3, for real this time
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//TODO: Replace this badge, delayed until an eventual badge rework
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public static void validateRingOfHaggler() {
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if (!local.contains( Badge.RING_OF_HAGGLER )/* && new RingOfThorns().isKnown()*/) {
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Badge badge = Badge.RING_OF_HAGGLER;
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@ -725,7 +725,7 @@ public class Badges {
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}
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}
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//TODO: Replace this badge, Delayed to 0.2.3, for real this time
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//TODO: Replace this badge, delayed until an eventual badge rework
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public static void validateRingOfThorns() {
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if (!local.contains( Badge.RING_OF_THORNS )/* && new RingOfThorns().isKnown()*/) {
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Badge badge = Badge.RING_OF_THORNS;
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@ -20,7 +20,6 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.watabou.utils.Bundle;
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//TODO: consider refactoring this
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public class SnipersMark extends FlavourBuff {
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public int object = 0;
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@ -47,7 +47,6 @@ import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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public class Goo extends Mob {
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//todo: will need to manually recreate stuff from 1.7.5 here
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{
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name = "Goo";
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HP = HT = 80;
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@ -125,7 +125,7 @@ public class Viscosity extends Glyph {
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target.damage( 1, this );
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if (target == Dungeon.hero && !target.isAlive()) {
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// FIXME
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Glyph glyph = new Viscosity();
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Dungeon.fail( Utils.format( ResultDescriptions.GLYPH, glyph.name() ) );
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GLog.n( "%s killed you...", glyph.name() );
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@ -37,7 +37,6 @@ import com.shatteredpixel.shatteredpixeldungeon.windows.WndError;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndRanking;
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import com.watabou.utils.GameMath;
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//FIXME: need to modify this to properly account for new landscape logic, more than just a merge.
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public class RankingsScene extends PixelScene {
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private static final String TXT_TITLE = "Top Rankings";
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