v0.9.2: design changes to T3 talents and more talent UI adjustments
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@ -71,44 +71,44 @@ public enum Talent {
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//Warrior T2
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IRON_STOMACH(4), RESTORED_WILLPOWER(5), RUNIC_TRANSFERENCE(6), LETHAL_MOMENTUM(7), IMPROVISED_PROJECTILES(8),
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//Warrior T3
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WARRIOR_T3_1(9), WARRIOR_T3_2(10), WARRIOR_T3_3(11),
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WARRIOR_T3_1(9, 3), WARRIOR_T3_2(10, 3),
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//Berserker T3
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BERSERKER_T3_1(12), BERSERKER_T3_2(13), BERSERKER_T3_3(14),
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BERSERKER_T3_1(11, 3), BERSERKER_T3_2(12, 3), BERSERKER_T3_3(13, 3),
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//Gladiator T3
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GLADIATOR_T3_1(15), GLADIATOR_T3_2(16), GLADIATOR_T3_3(17),
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GLADIATOR_T3_1(14, 3), GLADIATOR_T3_2(15, 3), GLADIATOR_T3_3(16, 3),
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//Mage T1
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EMPOWERING_MEAL(32), SCHOLARS_INTUITION(33), TESTED_HYPOTHESIS(34), BACKUP_BARRIER(35),
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//Mage T2
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ENERGIZING_MEAL(36), ENERGIZING_UPGRADE(37), WAND_PRESERVATION(38), ARCANE_VISION(39), SHIELD_BATTERY(40),
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//Mage T3
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MAGE_T3_1(41), MAGE_T3_2(42), MAGE_T3_3(43),
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MAGE_T3_1(41), MAGE_T3_2(42),
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//Battlemage T3
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BATTLEMAGE_T3_1(44), BATTLEMAGE_T3_2(45), BATTLEMAGE_T3_3(46),
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BATTLEMAGE_T3_1(43, 3), BATTLEMAGE_T3_2(44, 3), BATTLEMAGE_T3_3(45, 3),
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//Warlock T3
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WARLOCK_T3_1(47), WARLOCK_T3_2(48), WARLOCK_T3_3(49),
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WARLOCK_T3_1(46, 3), WARLOCK_T3_2(47, 3), WARLOCK_T3_3(48, 3),
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//Rogue T1
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CACHED_RATIONS(64), THIEFS_INTUITION(65), SUCKER_PUNCH(66), PROTECTIVE_SHADOWS(67),
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//Rogue T2
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MYSTICAL_MEAL(68), MYSTICAL_UPGRADE(69), WIDE_SEARCH(70), SILENT_STEPS(71), ROGUES_FORESIGHT(72),
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//Rogue T3
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ROGUE_T3_1(73), ROGUE_T3_2(74), ROGUE_T3_3(75),
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ROGUE_T3_1(73), ROGUE_T3_2(74),
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//Assassin T3
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ASSASSIN_T3_1(76), ASSASSIN_T3_2(77), ASSASSIN_T3_3(78),
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ASSASSIN_T3_1(75, 3), ASSASSIN_T3_2(76, 3), ASSASSIN_T3_3(77, 3),
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//Freerunner T3
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FREERUNNER_T3_1(79), FREERUNNER_T3_2(80), FREERUNNER_T3_3(81),
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FREERUNNER_T3_1(78, 3), FREERUNNER_T3_2(79, 3), FREERUNNER_T3_3(80, 3),
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//Huntress T1
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NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99),
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//Huntress T2
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INVIGORATING_MEAL(100), RESTORED_NATURE(101), REJUVENATING_STEPS(102), HEIGHTENED_SENSES(103), DURABLE_PROJECTILES(104),
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//Huntress T3
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HUNTRESS_T3_1(105), HUNTRESS_T3_2(106), HUNTRESS_T3_3(107),
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HUNTRESS_T3_1(105, 3), HUNTRESS_T3_2(106, 3),
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//Sniper T3
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SNIPER_T3_1(108), SNIPER_T3_2(109), SNIPER_T3_3(110),
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SNIPER_T3_1(107, 3), SNIPER_T3_2(108, 3), SNIPER_T3_3(109, 3),
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//Warden T3
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WARDEN_T3_1(111), WARDEN_T3_2(112), WARDEN_T3_3(113);
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WARDEN_T3_1(110, 3), WARDEN_T3_2(111, 3), WARDEN_T3_3(112, 3);
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public static class ImprovisedProjectileCooldown extends FlavourBuff{};
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public static class LethalMomentumTracker extends FlavourBuff{};
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@ -116,12 +116,18 @@ public enum Talent {
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public static class RejuvenatingStepsCooldown extends FlavourBuff{};
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int icon;
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int maxPoints;
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// tiers 1/2/3/4 start at levels 2/7/13/21
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public static int[] tierLevelThresholds = new int[]{0, 2, 7, 13, 21, 31};
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Talent(int icon ){
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Talent( int icon ){
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this(icon, 2);
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}
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Talent( int icon, int maxPoints ){
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this.icon = icon;
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this.maxPoints = maxPoints;
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}
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public int icon(){
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@ -129,7 +135,7 @@ public enum Talent {
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}
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public int maxPoints(){
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return 2;
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return maxPoints;
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}
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public String title(){
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@ -409,16 +415,16 @@ public enum Talent {
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//tier 3
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switch (cls){
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case WARRIOR: default:
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Collections.addAll(tierTalents, WARRIOR_T3_1, WARRIOR_T3_2, WARRIOR_T3_3);
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Collections.addAll(tierTalents, WARRIOR_T3_1, WARRIOR_T3_2);
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break;
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case MAGE:
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Collections.addAll(tierTalents, MAGE_T3_1, MAGE_T3_2, MAGE_T3_3);
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Collections.addAll(tierTalents, MAGE_T3_1, MAGE_T3_2);
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break;
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case ROGUE:
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Collections.addAll(tierTalents, ROGUE_T3_1, ROGUE_T3_2, ROGUE_T3_3);
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Collections.addAll(tierTalents, ROGUE_T3_1, ROGUE_T3_2);
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break;
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case HUNTRESS:
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Collections.addAll(tierTalents, HUNTRESS_T3_1, HUNTRESS_T3_2, HUNTRESS_T3_3);
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Collections.addAll(tierTalents, HUNTRESS_T3_1, HUNTRESS_T3_2);
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break;
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}
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for (Talent talent : tierTalents){
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@ -337,7 +337,7 @@ public class HeroSelectScene extends PixelScene {
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private RedButton firstSub;
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private RedButton secondSub;
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private int WIDTH = 130;
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private int WIDTH = 120;
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private int HEIGHT = 120;
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private int MARGIN = 2;
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private int INFO_WIDTH = WIDTH - MARGIN*2;
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@ -494,7 +494,7 @@ public class HeroSelectScene extends PixelScene {
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firstSub.setPos((title.left() - firstSub.width())/2, 0);
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secondSub.setPos(title.right() + (WIDTH - title.right() - secondSub.width())/2, 0);
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talents.setRect(0, info.bottom()+2*MARGIN, WIDTH, HEIGHT - (info.bottom()+2*MARGIN));
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talents.setRect(0, info.bottom()+MARGIN, WIDTH, HEIGHT - (info.bottom()+MARGIN));
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resize(WIDTH, Math.max(HEIGHT, (int)info.bottom()));
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@ -64,7 +64,11 @@ public class TalentsPane extends ScrollPane {
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}
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}
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tiersAvailable = Math.min(tiersAvailable, talents.size());
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for (int i = 0; i < Math.min(tiersAvailable, talents.size()); i++){
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if (talents.get(i).isEmpty()) continue;
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TalentTierPane pane = new TalentTierPane(talents.get(i), i+1, canUpgrade);
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panes.add(pane);
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content.add(pane);
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@ -48,7 +48,7 @@ import java.util.Locale;
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public class WndHero extends WndTabbed {
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private static final int WIDTH = 130;
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private static final int WIDTH = 120;
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private static final int HEIGHT = 120;
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private StatsTab stats;
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@ -27,6 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Rankings;
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import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Belongings;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
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@ -176,12 +177,21 @@ public class WndRanking extends WndTabbed {
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RedButton btnTalents = new RedButton( Messages.get(this, "talents") ){
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@Override
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protected void onClick() {
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//removes talents from upper tiers
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int tiers = 1;
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if (Dungeon.hero.lvl >= 6) tiers++;
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if (Dungeon.hero.lvl >= 12 && Dungeon.hero.subClass != HeroSubClass.NONE) tiers++;
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while (Dungeon.hero.talents.size() > tiers){
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Dungeon.hero.talents.remove(Dungeon.hero.talents.size()-1);
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}
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Game.scene().addToFront( new Window(){
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{
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resize(120, 144);
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TalentsPane p = new TalentsPane(false);
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add(p);
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p.setRect(0, 0, width, height);
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p.setPos(0, 0);
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p.setSize(120, p.content().height());
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resize((int)p.width(), (int)p.height());
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p.setPos(0, 0);
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}
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});
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}
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