v0.9.2b: toned down the intensity of white flash effects
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889c5b5621
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@ -291,7 +291,7 @@ public abstract class Elemental extends Mob {
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protected void rangedProc( Char enemy ) {
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Buff.affect( enemy, Blindness.class, Blindness.DURATION/2f );
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if (enemy == Dungeon.hero) {
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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}
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}
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}
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@ -481,11 +481,11 @@ public abstract class YogFist extends Mob {
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|| PathFinder.getStep(i, Dungeon.level.exit, Dungeon.level.passable) == -1);
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ScrollOfTeleportation.appear(this, i);
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state = WANDERING;
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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GLog.w( Messages.get( this, "teleport" ));
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} else if (!isAlive()){
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Buff.prolong( Dungeon.hero, Blindness.class, Blindness.DURATION*3f );
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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}
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}
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@ -97,7 +97,7 @@ public class TimekeepersHourglass extends Artifact {
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protected void onSelect(int index) {
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if (index == 0) {
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GLog.i( Messages.get(TimekeepersHourglass.class, "onstasis") );
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.TELEPORT);
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activeBuff = new timeStasis();
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@ -105,7 +105,7 @@ public class TimekeepersHourglass extends Artifact {
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activeBuff.attachTo(Dungeon.hero);
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} else if (index == 1) {
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GLog.i( Messages.get(TimekeepersHourglass.class, "onfreeze") );
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.TELEPORT);
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activeBuff = new timeFreeze();
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@ -48,9 +48,9 @@ public class Flashbang extends Bomb {
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if (power > 0){
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Buff.prolong(ch, Blindness.class, power);
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Buff.prolong(ch, Cripple.class, power);
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}
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if (ch == Dungeon.hero){
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GameScene.flash(0xFFFFFF);
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if (ch == Dungeon.hero){
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GameScene.flash(0x80FFFFFF);
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}
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}
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}
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}
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@ -40,7 +40,7 @@ public class ScrollOfRetribution extends Scroll {
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@Override
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public void doRead() {
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GameScene.flash( 0xFFFFFF );
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GameScene.flash( 0x80FFFFFF );
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//scales from 0x to 1x power, maxing at ~10% HP
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float hpPercent = (curUser.HT - curUser.HP)/(float)(curUser.HT);
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@ -42,7 +42,7 @@ public class ScrollOfPsionicBlast extends ExoticScroll {
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@Override
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public void doRead() {
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GameScene.flash( 0xFFFFFF );
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GameScene.flash( 0x80FFFFFF );
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Sample.INSTANCE.play( Assets.Sounds.BLAST );
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@ -414,7 +414,7 @@ public class NewPrisonBossLevel extends Level {
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tengu.sprite.kill();
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if (d != null) tengu.add(d);
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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state = State.FIGHT_PAUSE;
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@ -435,7 +435,7 @@ public class NewPrisonBossLevel extends Level {
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GameScene.add(tengu);
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tengu.notice();
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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state = State.FIGHT_ARENA;
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@ -485,7 +485,7 @@ public class NewPrisonBossLevel extends Level {
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}
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}
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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state = State.WON;
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@ -360,7 +360,7 @@ public class OldPrisonBossLevel extends Level {
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cleanWalls();
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GameScene.resetMap();
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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state = State.MAZE;
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@ -391,7 +391,7 @@ public class OldPrisonBossLevel extends Level {
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GameScene.add(tengu);
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tengu.notice();
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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state = State.FIGHT_ARENA;
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@ -445,7 +445,7 @@ public class OldPrisonBossLevel extends Level {
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for (Item item : storedItems)
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drop(item, randomTenguArenaCell());
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play(Assets.Sounds.BLAST);
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state = State.WON;
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@ -71,7 +71,7 @@ public class FlashingTrap extends Trap {
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}
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if (Dungeon.level.heroFOV[pos]) {
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GameScene.flash(0xFFFFFF);
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GameScene.flash(0x80FFFFFF);
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Sample.INSTANCE.play( Assets.Sounds.BLAST );
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}
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@ -998,7 +998,12 @@ public class GameScene extends PixelScene {
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}
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public static void flash( int color, boolean lightmode ) {
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scene.fadeIn( 0xFF000000 | color, lightmode );
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//greater than 0 to account for negative values (which have the first bit set to 1)
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if (color > 0 && color < 0x01000000) {
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scene.fadeIn(0xFF000000 | color, lightmode);
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} else {
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scene.fadeIn(color, lightmode);
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}
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}
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public static void gameOver() {
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