v0.8.0: balance tweaks to DM-200s. Fixed zap animation errors
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259b5b03c4
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@ -37,7 +37,7 @@ public class DM200 extends Mob {
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{
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{
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spriteClass = DM200Sprite.class;
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spriteClass = DM200Sprite.class;
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HP = HT = 80;
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HP = HT = 70;
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defenseSkill = 8;
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defenseSkill = 8;
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EXP = 9;
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EXP = 9;
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@ -63,7 +63,7 @@ public class DM200 extends Mob {
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@Override
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@Override
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public int drRoll() {
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public int drRoll() {
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return Random.NormalIntRange(0, 10);
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return Random.NormalIntRange(0, 8);
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}
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}
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private int ventCooldown = 0;
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private int ventCooldown = 0;
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@ -84,6 +84,9 @@ public class DM200 extends Mob {
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@Override
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@Override
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protected boolean act() {
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protected boolean act() {
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//ensures toxic gas acts at the appropriate time when added
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//TODO we have this check in 2 places now, can we just ensure that blobs spend an extra turn when added?
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GameScene.add(Blob.seed(pos, 0, ToxicGas.class));
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ventCooldown--;
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ventCooldown--;
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return super.act();
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return super.act();
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}
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}
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@ -71,4 +71,12 @@ public class DM100Sprite extends MobSprite {
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turnTo( ch.pos, pos );
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turnTo( ch.pos, pos );
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play( zap );
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play( zap );
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}
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}
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@Override
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public void onComplete( Animation anim ) {
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if (anim == zap) {
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idle();
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}
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super.onComplete( anim );
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}
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}
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}
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@ -75,4 +75,12 @@ public class DM200Sprite extends MobSprite {
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Sample.INSTANCE.play( Assets.SND_PUFF );
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Sample.INSTANCE.play( Assets.SND_PUFF );
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}
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}
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@Override
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public void onComplete( Animation anim ) {
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if (anim == zap) {
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idle();
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}
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super.onComplete( anim );
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}
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}
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}
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@ -78,6 +78,14 @@ public abstract class ShamanSprite extends MobSprite {
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Sample.INSTANCE.play( Assets.SND_ZAP );
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Sample.INSTANCE.play( Assets.SND_ZAP );
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}
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}
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@Override
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public void onComplete( Animation anim ) {
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if (anim == zap) {
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idle();
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}
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super.onComplete( anim );
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}
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public static class Red extends ShamanSprite {
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public static class Red extends ShamanSprite {
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{
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{
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boltType = MagicMissile.SHAMAN_RED;
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boltType = MagicMissile.SHAMAN_RED;
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