V0.2.0c : Corrected numerous bugs with Scroll of Lullaby
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@ -368,7 +368,7 @@ public abstract class Char extends Actor {
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sprite.showStatus( CharSprite.NEGATIVE, "bleeding" );
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} else if (buff instanceof Sleep || buff instanceof MagicalSleep) {
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} else if (buff instanceof Sleep) {
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sprite.idle();
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}
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@ -17,41 +17,32 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Random;
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public class Drowsy extends Buff {
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public static final float STEP = 5f;
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private boolean placed = false;
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@Override
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public int icon() {
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return BuffIndicator.DROWSY;
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}
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@Override
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public boolean act(){
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if (placed) {
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if (target instanceof Hero)
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if (target.HP == target.HT) {
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GLog.i("You are too healthy, and resist the urge to sleep.");
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} else {
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GLog.i("You fall into a deep magical sleep.");
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Buff.affect(target, MagicalSleep.class);
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}
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else
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Buff.affect(target, MagicalSleep.class);
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detach();
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return true;
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} else {
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placed = true;
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spend(STEP);
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public boolean attachTo( Char target ) {
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if (super.attachTo(target)) {
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if (cooldown() == 0)
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spend(Random.Int(3, 6));
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return true;
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}
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return false;
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}
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@Override
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public boolean act(){
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Buff.affect(target, MagicalSleep.class);
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detach();
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return true;
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}
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@Override
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@ -19,6 +19,7 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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@ -31,6 +32,17 @@ public class MagicalSleep extends Buff {
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public boolean attachTo( Char target ) {
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if (super.attachTo( target )) {
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if (target instanceof Hero)
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if (target.HP == target.HT) {
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GLog.i("You are too healthy, and resist the urge to sleep.");
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detach();
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return true;
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} else {
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GLog.i("You fall into a deep magical sleep.");
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}
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else if (target instanceof Mob)
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((Mob)target).state = Mob.State.SLEEPING;
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target.paralysed = true;
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return true;
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@ -43,6 +55,7 @@ public class MagicalSleep extends Buff {
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public boolean act(){
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if (target instanceof Hero) {
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target.HP = Math.min(target.HP+1, target.HT);
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((Hero) target).restoreHealth = true;
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if (target.HP == target.HT) {
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GLog.p("You wake up feeling refreshed and healthy.");
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detach();
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@ -55,6 +68,8 @@ public class MagicalSleep extends Buff {
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@Override
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public void detach() {
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target.paralysed = false;
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if (target instanceof Hero)
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((Hero) target).restoreHealth = false;
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super.detach();
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}
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@ -25,12 +25,10 @@ import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicalSleep;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Wound;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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@ -298,7 +296,7 @@ public abstract class Mob extends Char {
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state = State.HUNTING;
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} else if (buff instanceof Terror) {
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state = State.FLEEING;
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} else if (buff instanceof Sleep || buff instanceof MagicalSleep) {
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} else if (buff instanceof Sleep) {
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state = State.SLEEPING;
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this.sprite().showSleep();
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postpone( Sleep.SWS );
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@ -336,6 +336,7 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
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}
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emo = new EmoIcon.Sleep( this );
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}
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idle();
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}
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public void hideSleep() {
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