v0.4.0: implemented hand axe
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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public class HandAxe extends MeleeWeapon {
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{
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image = ItemSpriteSheet.HAND_AXE;
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tier = 2;
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ACC = 1.225f; //22.5% boost to accuracy
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}
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@Override
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public int max(int lvl) {
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return 4*(tier+1) + //12 base, down from 15
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lvl*(tier+1); //scaling unchanged
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}
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}
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@ -696,6 +696,10 @@ items.weapon.melee.glaive.desc=A massive polearm consisting of a sword blade on
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items.weapon.melee.greatsword.name=greatsword
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items.weapon.melee.greatsword.name=greatsword
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items.weapon.melee.greatsword.desc=This towering blade inflicts heavy damage by investing its heft into every swing.
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items.weapon.melee.greatsword.desc=This towering blade inflicts heavy damage by investing its heft into every swing.
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items.weapon.melee.handaxe.name=hand axe
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items.weapon.melee.handaxe.stats_desc=This is a rather accurate weapon.
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items.weapon.melee.handaxe.desc=TODO
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items.weapon.melee.knuckles.name=knuckleduster
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items.weapon.melee.knuckles.name=knuckleduster
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items.weapon.melee.knuckles.stats_desc=This is a rather fast weapon.
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items.weapon.melee.knuckles.stats_desc=This is a rather fast weapon.
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items.weapon.melee.knuckles.desc=A piece of iron shaped to fit around the knuckles.
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items.weapon.melee.knuckles.desc=A piece of iron shaped to fit around the knuckles.
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@ -729,7 +733,6 @@ items.weapon.melee.meleeweapon.cursed_worn=Because this weapon is cursed, you ar
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items.weapon.melee.meleeweapon.cursed=You can feel a malevolent magic lurking within this weapon.
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items.weapon.melee.meleeweapon.cursed=You can feel a malevolent magic lurking within this weapon.
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items.weapon.melee.newshortsword.name=shortsword
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items.weapon.melee.newshortsword.name=shortsword
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items.weapon.melee.newshortsword.ac_reforge=REFORGE
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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.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.name=quarterstaff
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@ -747,7 +750,6 @@ items.weapon.melee.warhammer.stats_desc=This is a rather accurate weapon.
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items.weapon.melee.warhammer.desc=Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively.
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items.weapon.melee.warhammer.desc=Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively.
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items.weapon.melee.wornshortsword.name=worn shortsword
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items.weapon.melee.wornshortsword.name=worn shortsword
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items.weapon.melee.wornshortsword.ac_reforge=REFORGE
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items.weapon.melee.wornshortsword.desc=A quite short sword, worn down through heavy use. It is both weaker and a bit lighter than a shortsword in better condition.
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items.weapon.melee.wornshortsword.desc=A quite short sword, worn down through heavy use. It is both weaker and a bit lighter than a shortsword in better condition.
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@ -82,7 +82,7 @@ public class ItemSpriteSheet {
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private static final int WEP_TIER2 = xy(9, 7); //8 slots
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private static final int WEP_TIER2 = xy(9, 7); //8 slots
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public static final int SHORTSWORD = WEP_TIER2+0;
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public static final int SHORTSWORD = WEP_TIER2+0;
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public static final int HAND_AXE = WEP_TIER2+0;
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public static final int HAND_AXE = WEP_TIER2+1;
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public static final int SPEAR = WEP_TIER2+2;
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public static final int SPEAR = WEP_TIER2+2;
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public static final int QUARTERSTAFF = WEP_TIER2+3;
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public static final int QUARTERSTAFF = WEP_TIER2+3;
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