v0.4.0: reworked dagger
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7021b01821
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@ -849,6 +849,10 @@ public class Hero extends Char {
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}
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}
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public Char enemy(){
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return enemy;
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}
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public void rest( boolean fullRest ) {
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spendAndNext( TIME_TO_REST );
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@ -382,6 +382,10 @@ public abstract class Mob extends Char {
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return damage;
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}
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public boolean surprisedBy( Char enemy ){
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return !enemySeen && enemy == Dungeon.hero;
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}
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public void aggro( Char ch ) {
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enemy = ch;
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if (state != PASSIVE){
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@ -20,7 +20,11 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
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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.sprites.ItemSpriteSheet;
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import com.watabou.utils.Random;
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public class Dagger extends MeleeWeapon {
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@ -28,7 +32,6 @@ public class Dagger extends MeleeWeapon {
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image = ItemSpriteSheet.DAGGER;
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tier = 1;
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ACC = 1.25f; //25% boost to accuracy
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}
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@Override
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@ -37,4 +40,13 @@ public class Dagger extends MeleeWeapon {
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lvl*(tier+1); //scaling unchanged
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}
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@Override
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public int damageRoll(Hero hero) {
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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//deals avg damage to max on surprise, instead of min to max.
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return Random.NormalIntRange((min() + max())/2, max());
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else
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return super.damageRoll(hero);
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}
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}
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@ -686,7 +686,7 @@ items.weapon.melee.battleaxe.stats_desc=This is a rather accurate weapon.
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items.weapon.melee.battleaxe.desc=The enormous steel head of this battle axe puts considerable heft behind each stroke.
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items.weapon.melee.dagger.name=dagger
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items.weapon.melee.dagger.stats_desc=This is a rather accurate weapon.
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items.weapon.melee.dagger.stats_desc=This weapon is very effective against unaware enemies.
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items.weapon.melee.dagger.desc=A simple iron dagger with a well worn wooden handle.
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items.weapon.melee.glaive.name=glaive
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