V0.2.0: Updated TODOs
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149d199422
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@ -837,7 +837,6 @@ public class Hero extends Char {
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for (Buff buff : buffs(RingOfTenacity.Tenacity.class)) {
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for (Buff buff : buffs(RingOfTenacity.Tenacity.class)) {
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tenacity += ((RingOfTenacity.Tenacity)buff).level;
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tenacity += ((RingOfTenacity.Tenacity)buff).level;
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}
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}
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//TODO: test if this works
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if (tenacity != 0) //(HT - HP)/HT = heroes current % missing health.
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if (tenacity != 0) //(HT - HP)/HT = heroes current % missing health.
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dmg *= Math.pow(0.9, tenacity*((float)(HT - HP)/HT));
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dmg *= Math.pow(0.9, tenacity*((float)(HT - HP)/HT));
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@ -4,7 +4,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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* Created by debenhame on 10/09/2014.
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* Created by debenhame on 10/09/2014.
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*/
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*/
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public class RingOfForce extends Ring {
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public class RingOfForce extends Ring {
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//TODO: testing, numbers tweaking
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//TODO: numbers tweaking
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{
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{
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name = "Ring of Force";
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name = "Ring of Force";
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}
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}
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@ -4,7 +4,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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* Created by debenhame on 10/09/2014.
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* Created by debenhame on 10/09/2014.
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*/
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*/
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public class RingOfSharpshooting extends Ring {
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public class RingOfSharpshooting extends Ring {
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//TODO: testing, numbers tweaking
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//TODO: numbers tweaking, acc logic refactor, does this work with boomerang?
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{
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{
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name = "Ring of Sharpshooting";
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name = "Ring of Sharpshooting";
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}
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}
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@ -4,7 +4,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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* Created by debenhame on 10/09/2014.
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* Created by debenhame on 10/09/2014.
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*/
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*/
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public class RingOfTenacity extends Ring {
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public class RingOfTenacity extends Ring {
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//TODO: testing, numbers tweaking
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//TODO: numbers tweaking
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{
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{
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name = "Ring of Tenacity";
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name = "Ring of Tenacity";
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}
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}
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@ -64,7 +64,6 @@ public class IncendiaryDart extends MissileWeapon {
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} else {
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} else {
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if (!curUser.shoot( enemy, this )) {
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if (!curUser.shoot( enemy, this )) {
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Dungeon.level.drop( this, cell ).sprite.drop();
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Dungeon.level.drop( this, cell ).sprite.drop();
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//TODO: test this
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} else {
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} else {
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int bonus = 0;
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int bonus = 0;
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
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@ -64,7 +64,6 @@ public class MissileWeapon extends Weapon {
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} else {
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} else {
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if (!curUser.shoot( enemy, this )) {
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if (!curUser.shoot( enemy, this )) {
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miss( cell );
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miss( cell );
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//TODO: test this
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} else {
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} else {
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int bonus = 0;
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int bonus = 0;
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
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