v0.9.3b: Stones of flock are now also trigger before pressing cells
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@ -33,12 +33,15 @@ public abstract class Runestone extends Item {
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defaultAction = AC_THROW;
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defaultAction = AC_THROW;
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}
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}
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//runestones press the cell they're thrown to by default, but a couple stones override this
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protected boolean pressesCell = true;
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@Override
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@Override
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protected void onThrow(int cell) {
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protected void onThrow(int cell) {
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if (Dungeon.level.pit[cell] || !defaultAction.equals(AC_THROW)){
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if (Dungeon.level.pit[cell] || !defaultAction.equals(AC_THROW)){
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super.onThrow( cell );
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super.onThrow( cell );
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} else {
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} else {
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Dungeon.level.pressCell( cell );
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if (pressesCell) Dungeon.level.pressCell( cell );
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activate(cell);
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activate(cell);
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Invisibility.dispel();
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Invisibility.dispel();
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}
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}
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@ -43,18 +43,9 @@ public class StoneOfDisarming extends Runestone {
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{
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{
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image = ItemSpriteSheet.STONE_DISARM;
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image = ItemSpriteSheet.STONE_DISARM;
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}
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@Override
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//so traps do not activate before the effect
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protected void onThrow(int cell) {
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pressesCell = false;
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//This runestone uniquely presses cells after its effect resolves, instead of before
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if (Dungeon.level.pit[cell] || !defaultAction.equals(AC_THROW)){
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super.onThrow( cell );
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} else {
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activate(cell);
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Invisibility.dispel();
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Dungeon.level.pressCell( cell );
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}
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}
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}
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@Override
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@Override
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@ -37,6 +37,9 @@ public class StoneOfFlock extends Runestone {
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{
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{
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image = ItemSpriteSheet.STONE_FLOCK;
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image = ItemSpriteSheet.STONE_FLOCK;
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//the sheep will press the cell instead
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pressesCell = false;
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}
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}
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@Override
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@Override
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