v0.7.2: fixed two identification issues:
- ring identification checking if not IDed, instead of if IDed - unnecessary identification when throwing stones are initialized
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@ -128,7 +128,7 @@ public enum HeroClass {
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private static void initWarrior( Hero hero ) {
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private static void initWarrior( Hero hero ) {
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(hero.belongings.weapon = new WornShortsword()).identify();
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(hero.belongings.weapon = new WornShortsword()).identify();
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ThrowingStone stones = new ThrowingStone();
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ThrowingStone stones = new ThrowingStone();
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stones.identify().quantity(3).collect();
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stones.quantity(3).collect();
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Dungeon.quickslot.setSlot(0, stones);
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Dungeon.quickslot.setSlot(0, stones);
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if (hero.belongings.armor != null){
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if (hero.belongings.armor != null){
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@ -297,7 +297,7 @@ public class Ring extends KindofMisc {
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}
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}
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public void onHeroGainExp( float levelPercent, Hero hero ){
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public void onHeroGainExp( float levelPercent, Hero hero ){
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if (!isIdentified() || !isEquipped(hero)) return;
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if (isIdentified() || !isEquipped(hero)) return;
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levelsToID -= levelPercent;
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levelsToID -= levelPercent;
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if (levelsToID <= 0){
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if (levelsToID <= 0){
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identify();
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identify();
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