v0.6.3: Missile weapon balance:
- increased shop prices by 50% - adjusted shop spawn rate to a consistent 2 (5 for darts) - reduced throwing hammer durability by 25% - throwing hammers now always drop to the floor
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@ -61,6 +61,6 @@ public class Bolas extends MissileWeapon {
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@Override
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public int price() {
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return 12 * quantity;
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return 18 * quantity;
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}
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}
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@ -61,6 +61,6 @@ public class Dart extends MissileWeapon {
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@Override
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public int price() {
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return quantity * 4;
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return 6 * quantity;
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}
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}
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@ -46,7 +46,7 @@ public class FishingSpear extends MissileWeapon {
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@Override
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public int price() {
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return 12 * quantity;
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return 18 * quantity;
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}
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}
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@ -46,6 +46,6 @@ public class Javelin extends MissileWeapon {
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@Override
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public int price() {
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return 16 * quantity;
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return 24 * quantity;
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}
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}
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@ -49,6 +49,8 @@ abstract public class MissileWeapon extends Weapon {
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usesTargeting = true;
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}
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protected boolean sticky = true;
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protected static final float MAX_DURABILITY = 100;
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protected float durability = MAX_DURABILITY;
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@ -139,7 +141,7 @@ abstract public class MissileWeapon extends Weapon {
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durability -= durabilityPerUse();
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}
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if (durability > 0){
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if (enemy.isAlive()) Buff.affect(enemy, PinCushion.class).stick(this);
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if (enemy.isAlive() && sticky) Buff.affect(enemy, PinCushion.class).stick(this);
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else Dungeon.level.drop( this, enemy.pos).sprite.drop();
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}
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}
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@ -54,6 +54,6 @@ public class Shuriken extends MissileWeapon {
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@Override
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public int price() {
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return 8 * quantity;
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return 12 * quantity;
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}
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}
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@ -27,6 +27,8 @@ public class ThrowingHammer extends MissileWeapon {
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{
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image = ItemSpriteSheet.THROWING_HAMMER;
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sticky = false;
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}
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@Override
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@ -46,11 +48,11 @@ public class ThrowingHammer extends MissileWeapon {
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@Override
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protected float durabilityPerUse() {
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return super.durabilityPerUse()/2f;
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return super.durabilityPerUse()/1.5f;
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}
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@Override
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public int price() {
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return 20 * quantity;
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return 30 * quantity;
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}
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}
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@ -89,6 +89,6 @@ public class ThrowingKnife extends MissileWeapon {
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@Override
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public int price() {
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return 4 * quantity;
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return 6 * quantity;
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}
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}
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@ -47,6 +47,6 @@ public abstract class TippedDart extends Dart {
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@Override
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public int price() {
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return quantity * 6;
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return 12 * quantity;
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}
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}
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@ -61,6 +61,6 @@ public class Tomahawk extends MissileWeapon {
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@Override
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public int price() {
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return 16 * quantity;
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return 24 * quantity;
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}
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}
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@ -46,7 +46,7 @@ public class Trident extends MissileWeapon {
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@Override
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public int price() {
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return 20 * quantity;
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return 30 * quantity;
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}
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}
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@ -168,32 +168,32 @@ public class ShopRoom extends SpecialRoom {
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case 6:
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itemsToSpawn.add( (Random.Int( 2 ) == 0 ? new Shortsword().identify() : new HandAxe()).identify() );
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itemsToSpawn.add( Random.Int( 2 ) == 0 ?
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new Shuriken().random() :
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new IncendiaryDart().random());
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new Shuriken().quantity(2) :
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new IncendiaryDart().quantity(5));
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itemsToSpawn.add( new LeatherArmor().identify() );
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break;
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case 11:
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itemsToSpawn.add( (Random.Int( 2 ) == 0 ? new Sword().identify() : new Mace()).identify() );
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itemsToSpawn.add( Random.Int( 2 ) == 0 ?
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new FishingSpear().random() :
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new Bolas().random());
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new FishingSpear().quantity(2) :
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new Bolas().quantity(2));
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itemsToSpawn.add( new MailArmor().identify() );
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break;
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case 16:
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itemsToSpawn.add( (Random.Int( 2 ) == 0 ? new Longsword().identify() : new BattleAxe()).identify() );
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itemsToSpawn.add( Random.Int( 2 ) == 0 ?
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new Javelin().random() :
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new Tomahawk().random());
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new Javelin().quantity(2) :
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new Tomahawk().quantity(2));
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itemsToSpawn.add( new ScaleArmor().identify() );
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break;
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case 21:
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itemsToSpawn.add( Random.Int( 2 ) == 0 ? new Greatsword().identify() : new WarHammer().identify() );
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itemsToSpawn.add( Random.Int(2) == 0 ?
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new Trident().random() :
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new ThrowingHammer().random());
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new Trident().quantity(2) :
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new ThrowingHammer().quantity(2));
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itemsToSpawn.add( new PlateArmor().identify() );
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itemsToSpawn.add( new Torch() );
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itemsToSpawn.add( new Torch() );
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@ -958,7 +958,7 @@ items.weapon.missiles.shuriken.name=shuriken
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items.weapon.missiles.shuriken.desc=Star-shaped pieces of metal with razor-sharp blades. They are lightweight and easy to use on the move. A single shuriken can be thrown instantly after moving.
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items.weapon.missiles.throwinghammer.name=throwing hammer
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items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their all-metal construction makes them quite durable.
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items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies.
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items.weapon.missiles.throwingknife.name=throwing knife
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items.weapon.missiles.throwingknife.desc=These lightweight knives are balanced to arc through the air right into their target. They are most effective against unaware enemies.
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