v0.4.2: stealth weapons now correctly apply strength bonus on surprise hit
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@ -43,10 +43,15 @@ public class AssassinsBlade extends MeleeWeapon {
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@Override
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@Override
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public int damageRoll(Hero hero) {
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public int damageRoll(Hero hero) {
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Char enemy = hero.enemy();
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) {
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//deals avg damage to max on surprise, instead of min to max.
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//deals avg damage to max on surprise, instead of min to max.
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return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
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int damage = imbue.damageFactor(Random.NormalIntRange((min() + max()) / 2, max()));
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else
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int exStr = hero.STR() - STRReq();
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if (exStr > 0) {
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damage += Random.IntRange( 0, exStr );
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}
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return damage;
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} else
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return super.damageRoll(hero);
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return super.damageRoll(hero);
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}
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}
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@ -43,10 +43,15 @@ public class Dagger extends MeleeWeapon {
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@Override
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@Override
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public int damageRoll(Hero hero) {
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public int damageRoll(Hero hero) {
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Char enemy = hero.enemy();
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) {
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//deals avg damage to max on surprise, instead of min to max.
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//deals avg damage to max on surprise, instead of min to max.
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return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
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int damage = imbue.damageFactor(Random.NormalIntRange((min() + max()) / 2, max()));
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else
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int exStr = hero.STR() - STRReq();
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if (exStr > 0) {
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damage += Random.IntRange( 0, exStr );
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}
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return damage;
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} else
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return super.damageRoll(hero);
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return super.damageRoll(hero);
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}
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}
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}
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}
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@ -43,10 +43,15 @@ public class Dirk extends MeleeWeapon {
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@Override
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@Override
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public int damageRoll(Hero hero) {
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public int damageRoll(Hero hero) {
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Char enemy = hero.enemy();
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) {
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//deals avg damage to max on surprise, instead of min to max.
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//deals avg damage to max on surprise, instead of min to max.
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return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max()));
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int damage = imbue.damageFactor(Random.NormalIntRange((min() + max()) / 2, max()));
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else
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int exStr = hero.STR() - STRReq();
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if (exStr > 0) {
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damage += Random.IntRange( 0, exStr );
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}
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return damage;
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} else
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return super.damageRoll(hero);
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return super.damageRoll(hero);
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}
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}
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}
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}
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