v0.2.3: gladiator's combo now works while unarmed
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@ -858,39 +858,38 @@ public class Hero extends Char {
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@Override
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public int attackProc( Char enemy, int damage ) {
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KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
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if (wep != null) {
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wep.proc( this, enemy, damage );
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if (wep != null) wep.proc( this, enemy, damage );
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switch (subClass) {
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case GLADIATOR:
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if (wep instanceof MeleeWeapon) {
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damage += Buff.affect( this, Combo.class ).hit( enemy, damage );
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}
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break;
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case BATTLEMAGE:
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if (wep instanceof Wand) {
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Wand wand = (Wand)wep;
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if (wand.curCharges < wand.maxCharges && damage > 0) {
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wand.curCharges++;
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if (Dungeon.quickslot == wand) {
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QuickSlot.refresh();
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}
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ScrollOfRecharging.charge( this );
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}
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damage += wand.curCharges;
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}
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case SNIPER:
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if (rangedWeapon != null) {
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Buff.prolong( enemy, SnipersMark.class, attackDelay() * 1.1f );
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}
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break;
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default:
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switch (subClass) {
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case GLADIATOR:
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if (wep instanceof MeleeWeapon || wep == null) {
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damage += Buff.affect( this, Combo.class ).hit( enemy, damage );
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}
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break;
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case BATTLEMAGE:
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if (wep instanceof Wand) {
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Wand wand = (Wand)wep;
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if (wand.curCharges < wand.maxCharges && damage > 0) {
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wand.curCharges++;
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if (Dungeon.quickslot == wand) {
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QuickSlot.refresh();
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}
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ScrollOfRecharging.charge( this );
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}
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damage += wand.curCharges;
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}
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case SNIPER:
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if (rangedWeapon != null) {
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Buff.prolong( enemy, SnipersMark.class, attackDelay() * 1.1f );
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}
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break;
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default:
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}
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return damage;
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}
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