v0.9.4: transfusion now grants its shield before affecting enemies
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@ -101,23 +101,23 @@ public class WandOfTransfusion extends Wand {
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//for enemies...
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//for enemies...
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} else {
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} else {
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//grant a self-shield, and...
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Buff.affect(curUser, Barrier.class).setShield((5 + buffedLvl()));
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//charms living enemies
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//chars living enemies
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if (!ch.properties().contains(Char.Property.UNDEAD)) {
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if (!ch.properties().contains(Char.Property.UNDEAD)) {
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Charm charm = Buff.affect(ch, Charm.class, Charm.DURATION/2f);
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Charm charm = Buff.affect(ch, Charm.class, Charm.DURATION/2f);
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charm.object = curUser.id();
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charm.object = curUser.id();
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charm.ignoreHeroAllies = true;
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charm.ignoreHeroAllies = true;
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ch.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 3 );
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ch.sprite.centerEmitter().start( Speck.factory( Speck.HEART ), 0.2f, 3 );
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//harms the undead
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//harm the undead
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} else {
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} else {
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ch.damage(Random.NormalIntRange(3 + buffedLvl()/2, 6+buffedLvl()), this);
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ch.damage(Random.NormalIntRange(3 + buffedLvl()/2, 6+buffedLvl()), this);
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ch.sprite.emitter().start(ShadowParticle.UP, 0.05f, 10 + buffedLvl());
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ch.sprite.emitter().start(ShadowParticle.UP, 0.05f, 10 + buffedLvl());
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Sample.INSTANCE.play(Assets.Sounds.BURNING);
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Sample.INSTANCE.play(Assets.Sounds.BURNING);
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}
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}
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//and grants a self shield
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Buff.affect(curUser, Barrier.class).setShield((5 + buffedLvl()));
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}
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}
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