v0.4.0: added the ability for weapons to give DR, gave it to quarterstaff
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@ -296,11 +296,13 @@ public class Hero extends Char {
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@Override
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public int dr() {
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int dr = belongings.armor != null ? Math.max( belongings.armor.DR(), 0 ) : 0;
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Barkskin barkskin = buff( Barkskin.class );
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if (barkskin != null) {
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dr += barkskin.level();
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}
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int dr = 0;
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Barkskin bark = buff(Barkskin.class);
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if (belongings.armor != null) dr += Math.max( belongings.armor.DR(), 0);
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if (belongings.weapon != null) dr += Math.max( belongings.weapon.defenceFactor( this ), 0 );
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if (bark != null) dr += bark.level();
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return dr;
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}
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@ -103,6 +103,10 @@ abstract public class KindOfWeapon extends EquipableItem {
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public int reachFactor( Hero hero ){
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return 1;
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}
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public int defenceFactor( Hero hero ) {
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return 0;
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}
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public void proc( Char attacker, Char defender, int damage ) {
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}
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@ -20,6 +20,7 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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public class Quarterstaff extends MeleeWeapon {
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@ -36,6 +37,8 @@ public class Quarterstaff extends MeleeWeapon {
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lvl*(tier+1); //scaling unchanged
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}
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//TODO add defence bonus code
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@Override
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public int defenceFactor(Hero hero) {
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return 2+level(); //2 extra defence, plus 1 per level;
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}
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}
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@ -736,6 +736,7 @@ items.weapon.melee.newshortsword.name=shortsword
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items.weapon.melee.newshortsword.desc=A quite short sword, only a few inches longer than a dagger.
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items.weapon.melee.quarterstaff.name=quarterstaff
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items.weapon.melee.quarterstaff.stats_desc=This weapon increases your damage absorbtion.
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items.weapon.melee.quarterstaff.desc=A staff of hardwood, its ends are shod with iron.
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items.weapon.melee.spear.name=spear
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