v0.3.0: updated TODOs
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@ -11,7 +11,6 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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* Created by Evan on 12/04/2015.
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* Created by Evan on 12/04/2015.
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*/
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*/
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public class VenomGas extends Blob {
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public class VenomGas extends Blob {
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//TODO: do I want mobs to avoid this gas?
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@Override
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@Override
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protected void evolve() {
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protected void evolve() {
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@ -21,7 +21,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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//this one's still hanging around to support quests from old saves
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//this one's still hanging around to support quests from old saves
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//TODO: remove this when saves from v0.2.1 are no longer supported
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//I may reuse it at some point.
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public class RatSkull extends Item {
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public class RatSkull extends Item {
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{
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{
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@ -44,7 +44,7 @@ public class RatSkull extends Item {
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@Override
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@Override
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public String info() {
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public String info() {
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return
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return
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"It could be a nice hunting trophy, but it smells too bad to place it on a wall.";
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"A surprisingly large rat skull. It would make a great hunting trophy, if you had a wall to mount it on.";
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}
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}
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@Override
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@Override
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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 RingOfWealth extends Ring {
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public class RingOfWealth extends Ring {
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//TODO: monitor this one as it goes, super hard to balance so you'll need some feedback.
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{
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{
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name = "Ring of Wealth";
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name = "Ring of Wealth";
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}
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}
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@ -37,7 +37,6 @@ public class WandOfPrismaticLight extends Wand {
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{
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{
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name = "Wand of Prismatic Light";
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name = "Wand of Prismatic Light";
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//TODO: final sprite
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image = ItemSpriteSheet.WAND_PRISMATIC_LIGHT;
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image = ItemSpriteSheet.WAND_PRISMATIC_LIGHT;
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collisionProperties = Ballistica.MAGIC_BOLT;
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collisionProperties = Ballistica.MAGIC_BOLT;
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@ -75,7 +74,6 @@ public class WandOfPrismaticLight extends Wand {
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}
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}
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private void affectTarget(Char ch){
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private void affectTarget(Char ch){
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//TODO: final balancing
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int dmg = Random.NormalIntRange(level, (int) (8+(level*(level/5f))));
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int dmg = Random.NormalIntRange(level, (int) (8+(level*(level/5f))));
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//two in (5+lvl) chance of failing
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//two in (5+lvl) chance of failing
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@ -20,7 +20,6 @@ public class WandOfVenom extends Wand {
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{
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{
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name = "Wand of Venom";
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name = "Wand of Venom";
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//TODO: final sprite
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image = ItemSpriteSheet.WAND_VENOM;
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image = ItemSpriteSheet.WAND_VENOM;
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collisionProperties = Ballistica.STOP_TARGET | Ballistica.STOP_TERRAIN;
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collisionProperties = Ballistica.STOP_TARGET | Ballistica.STOP_TERRAIN;
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