v0.3.0: first round of buff descriptions
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42af14f98a
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@ -42,4 +42,13 @@ public class Amok extends FlavourBuff {
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public String toString() {
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return "Amok";
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}
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@Override
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public String desc() {
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return "Amok causes a state of great rage and confusion in its target.\n" +
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"\n" +
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"When a creature is amoked, they will attack whatever is near them, whether they be friend or foe.\n" +
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"\n" +
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"The amok will last for " + dispTurns() + ".";
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}
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}
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@ -60,4 +60,14 @@ public class Barkskin extends Buff {
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public String toString() {
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return "Barkskin";
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}
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@Override
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public String desc() {
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return "Your skin is hardened, it feels rough and solid like bark.\n" +
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"\n" +
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"The hardened skin increases your effective armor, allowing you to better defend against physical attack. " +
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"The armor bonus will decrease by one point each turn until it expires.\n" +
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"\n" +
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"Your armor is currently increased by " + level +".";
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}
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}
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@ -94,4 +94,14 @@ public class Bleeding extends Buff {
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return true;
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}
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@Override
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public String desc() {
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return "That wound is leaking a worrisome amount of blood.\n" +
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"\n" +
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"Bleeding causes damage every turn. Each turn the damage decreases by a random amount, " +
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"until the bleeding eventually stops.\n" +
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"\n" +
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"The bleeding can currently deal " + level + " max damage.";
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}
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}
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@ -41,4 +41,15 @@ public class Blindness extends FlavourBuff {
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public String toString() {
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return "Blinded";
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}
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@Override
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public String desc() {
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return "Blinding turns the surrounding world into a dark haze.\n" +
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"\n" +
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"While blinded, a character can't see more than one tile infront of themselves, rendering ranged " +
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"attacks useless and making it very easy to lose track of distant enemies. Additionally, a blinded " +
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"hero is unable to read scrolls or books.\n" +
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"\n" +
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"The blindness will last for " + dispTurns() + ".";
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}
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}
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@ -21,6 +21,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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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 java.text.DecimalFormat;
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import java.util.HashSet;
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public class Buff extends Actor {
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@ -75,6 +76,11 @@ public class Buff extends Actor {
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return "";
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}
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//to handle the common case of showing how many turns are remaining in a buff description.
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protected String dispTurns() {
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return cooldown() == 1 ? "1 more turn" : new DecimalFormat("#.##").format(cooldown()) + " more turns";
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}
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public static<T extends Buff> T append( Char target, Class<T> buffClass ) {
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try {
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T buff = buffClass.newInstance();
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@ -58,4 +58,14 @@ public class Charm extends FlavourBuff {
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Resistance r = ch.buff( Resistance.class );
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return r != null ? r.durationFactor() : 1;
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}
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@Override
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public String desc() {
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return "A charm is manipulative magic that can make enemies temporarily adore eachother.\n" +
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"\n" +
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"Characters affected by charm are unable to directly attack the enemy they are charmed by. " +
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"Attacking other targets is still possible however.\n" +
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"\n" +
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"The charm will last for " + dispTurns() + ".";
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}
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}
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@ -63,5 +63,16 @@ public class Combo extends Buff {
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detach();
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return true;
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}
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@Override
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public String desc() {
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return "Through building momentum, the gladiator deals bonus damage.\n" +
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"\n" +
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"Your combo will keep building with quick attacks that do not miss. " +
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"The higher your combo gets, the faster your attacks will need to be. " +
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"failing to land a hit quickly enough will reset the combo.\n" +
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"\n" +
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(count <= 2 ? "Your combo has not built up enough to give you bonus damage yet." :
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"Your combo is currently giving you " + ((count - 2) / 5f) + " % bonus damage.");
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}
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}
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@ -36,4 +36,13 @@ public class Cripple extends FlavourBuff {
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public String toString() {
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return "Crippled";
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}
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@Override
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public String desc() {
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return "You're pretty sure legs aren't meant to bend that way.\n" +
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"\n" +
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"Crippled halves movement speed, making moving a tile usually take two turns instead of one.\n" +
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"\n" +
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"This cripple will last for " + dispTurns() + ".";
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}
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}
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@ -47,4 +47,13 @@ public class Fury extends Buff {
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public String toString() {
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return "Furious";
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}
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@Override
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public String desc() {
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return "You are angry, enemies won't like you when you're angry.\n" +
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"\n" +
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"A great rage burns within you, increasing the damage you deal with physical attacks by 50%. \n" +
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"\n" +
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"This rage will last as long as you are injured below 40% health.\n";
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}
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}
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@ -45,4 +45,14 @@ public class GasesImmunity extends FlavourBuff {
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immunities.add( StenchGas.class );
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immunities.add( VenomGas.class );
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}
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@Override
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public String desc() {
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return "some strange force is filtering out the air around you, it's not causing you any harm, but it blocks " +
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"out everything but air so effectively you can't even smell anything!\n" +
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"\n" +
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"You are immune to the effects of all gasses while this buff lasts.\n" +
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"\n" +
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"You will be immune for " + dispTurns() + ".";
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}
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}
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@ -62,4 +62,13 @@ public class Light extends FlavourBuff {
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public String toString() {
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return "Illuminated";
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}
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@Override
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public String desc() {
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return "Even in the Darkest Dungeon, a steady light at your side is always comforting.\n" +
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"\n" +
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"Light helps keep darkness at bay, allowing you to see a reasonable distance despite the environment.\n" +
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"\n" +
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"The light will last for " + dispTurns() + ".";
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}
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}
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@ -7,27 +7,38 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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* Created by Evan on 04/04/2015.
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*/
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public class LockedFloor extends Buff {
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//this buff is purely meant as a visual indicator that the gameplay implications of a level seal are in effect.
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//this buff is purely meant as a visual indicator that the gameplay implications of a level seal are in effect.
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@Override
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public boolean act() {
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spend(TICK);
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@Override
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public boolean act() {
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spend(TICK);
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if (!Dungeon.level.locked)
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detach();
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if (!Dungeon.level.locked)
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detach();
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return true;
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}
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return true;
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}
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@Override
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public int icon() {
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return BuffIndicator.LOCKED_FLOOR;
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}
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@Override
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public int icon() {
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return BuffIndicator.LOCKED_FLOOR;
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}
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@Override
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public String toString() {
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return "Floor is Locked";
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}
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@Override
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public String toString() {
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return "Floor is Locked";
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}
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@Override
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public String desc() {
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return "The current floor is locked, and you are unable to leave it!\n" +
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"\n" +
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"While a floor is locked, you will not gain hunger, or take damage from starving, " +
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"but your current hunger state is still in effect. For example, if you are starving you won't take " +
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"damage, but will still not regenerate health.\n" +
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"\n" +
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"Additionally, if you are revived by an unblessed ankh while the floor is locked, then it will reset.\n" +
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"\n" +
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"Kill this floor's boss to break the lock.\n";
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}
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}
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@ -45,4 +45,15 @@ public class MindVision extends FlavourBuff {
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super.detach();
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Dungeon.observe();
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}
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@Override
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public String desc() {
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return "Somehow you are able to see all creatures on this floor through your mind. It's a weird feeling.\n" +
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"\n" +
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"All characters on this floor are visible to you as long as you have mind vision. " +
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"Seeing a creature through mind vision counts as it being seen or nearby for " +
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"the purposes of many magical effects.\n" +
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"\n" +
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"The mind vision will last for " + dispTurns() + ".";
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}
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}
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@ -116,7 +116,7 @@ public class Viscosity extends Glyph {
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@Override
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public String toString() {
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return Utils.format( "Defered damage (%d)", damage );
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return Utils.format( "Defered damage", damage );
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}
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@Override
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@ -146,5 +146,15 @@ public class Viscosity extends Glyph {
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return true;
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}
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@Override
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public String desc() {
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return "While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.\n" +
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"\n" +
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"Damage is being dealt to you over time instead of immediately. " +
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"You will take one damage per turn until there is no damage left.\n" +
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"\n" +
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"There is " + damage + " deffered damage left.";
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}
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}
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}
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@ -84,6 +84,10 @@ public class Earthroot extends Plant {
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private int pos;
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private int level;
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{
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type = buffType.POSITIVE;
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}
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@Override
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public boolean attachTo( Char target ) {
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@ -123,9 +127,21 @@ public class Earthroot extends Plant {
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@Override
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public String toString() {
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return Utils.format("Herbal armor (%d)", level);
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return Utils.format("Herbal armor", level);
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}
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@Override
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public String desc() {
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return "A kind of natural, immobile armor is protecting you. " +
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"The armor forms plates of bark and twine, wrapping around your body.\n" +
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"\n" +
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"This herbal armor will absorb 50% of all physical damage you take, " +
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"until it eventually runs out of durability and collapses. The armor is also immobile, " +
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"if you attempt to move it will break apart and be lost.\n" +
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"\n" +
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"The herbal armor can absorb " + level + " more damage before breaking.";
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}
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private static final String POS = "pos";
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private static final String LEVEL = "level";
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