v0.9.2: implemented the endless rage talent
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@ -336,6 +336,8 @@ actors.hero.talent.improvised_projectiles.title=improvised projectiles
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actors.hero.talent.improvised_projectiles.desc=_+1:_ The Warrior can blind an enemy for _2 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.\n\n_+2:_ The Warrior can blind an enemy for _3 turns_ by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.
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actors.hero.talent.strongman.title=strongman
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actors.hero.talent.strongman.desc=_+1:_ The Warrior needs _1 less strength_ to use armor.\n\n_+2:_ The Warrior needs _1 less strength_ to use armor and _1 less strength_ to use weapons.\n\n_+3:_ The Warrior needs _2 less strength_ to use armor and _1 less strength_ to use weapons.
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actors.hero.talent.endless_rage.title=endless rage
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actors.hero.talent.endless_rage.desc=_+1:_ The Berserker can reach a max of _115% rage_.\n\n_+2:_ The Berserker can reach a max of _130% rage_.\n\n_+3:_ The Berserker can reach a max of _145% rage_.\n\nNote that rage above 100% will not grant more than +50% damage.
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actors.hero.talent.empowering_meal.title=empowering meal
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actors.hero.talent.empowering_meal.desc=_+1:_ Eating food grants the Mage _2 bonus damage_ on his next 3 wand zaps.\n\n_+2:_ Eating food grants the Mage _3 bonus damage_ on his next 3 wand zaps.
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@ -23,6 +23,8 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal.WarriorShield;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@ -127,7 +129,8 @@ public class Berserk extends Buff {
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public void damage(int damage){
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if (state == State.RECOVERING) return;
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power = Math.min(1.1f, power + (damage/(float)target.HT)/3f );
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float maxPower = 1f + 0.15f*((Hero)target).pointsInTalent(Talent.ENDLESS_RAGE);
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power = Math.min(maxPower, power + (damage/(float)target.HT)/3f );
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BuffIndicator.refreshHero(); //show new power immediately
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}
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@ -73,7 +73,7 @@ public enum Talent {
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//Warrior T3
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STRONGMAN(9, 3), WARRIOR_T3_2(10, 3),
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//Berserker T3
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BERSERKER_T3_1(11, 3), BERSERKER_T3_2(12, 3), BERSERKER_T3_3(13, 3),
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ENDLESS_RAGE(11, 3), BERSERKER_T3_2(12, 3), BERSERKER_T3_3(13, 3),
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//Gladiator T3
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GLADIATOR_T3_1(14, 3), GLADIATOR_T3_2(15, 3), GLADIATOR_T3_3(16, 3),
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@ -456,7 +456,7 @@ public enum Talent {
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//tier 3
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switch (cls){
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case BERSERKER: default:
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Collections.addAll(tierTalents, BERSERKER_T3_1, BERSERKER_T3_2, BERSERKER_T3_3);
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Collections.addAll(tierTalents, ENDLESS_RAGE, BERSERKER_T3_2, BERSERKER_T3_3);
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break;
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case GLADIATOR:
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Collections.addAll(tierTalents, GLADIATOR_T3_1, GLADIATOR_T3_2, GLADIATOR_T3_3);
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