v0.7.2: fixed two identification issues:

- ring identification checking if not IDed, instead of if IDed
- unnecessary identification when throwing stones are initialized
This commit is contained in:
Evan Debenham 2019-02-01 13:02:37 -05:00
parent 01eb38ee20
commit 8ed4dfe042
2 changed files with 2 additions and 2 deletions

View File

@ -128,7 +128,7 @@ public enum HeroClass {
private static void initWarrior( Hero hero ) { private static void initWarrior( Hero hero ) {
(hero.belongings.weapon = new WornShortsword()).identify(); (hero.belongings.weapon = new WornShortsword()).identify();
ThrowingStone stones = new ThrowingStone(); ThrowingStone stones = new ThrowingStone();
stones.identify().quantity(3).collect(); stones.quantity(3).collect();
Dungeon.quickslot.setSlot(0, stones); Dungeon.quickslot.setSlot(0, stones);
if (hero.belongings.armor != null){ if (hero.belongings.armor != null){

View File

@ -297,7 +297,7 @@ public class Ring extends KindofMisc {
} }
public void onHeroGainExp( float levelPercent, Hero hero ){ public void onHeroGainExp( float levelPercent, Hero hero ){
if (!isIdentified() || !isEquipped(hero)) return; if (isIdentified() || !isEquipped(hero)) return;
levelsToID -= levelPercent; levelsToID -= levelPercent;
if (levelsToID <= 0){ if (levelsToID <= 0){
identify(); identify();