V0.2.0: Tied Ring of Force into game logic.
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@ -23,6 +23,7 @@ import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CapeOfThorns;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfForce;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.audio.Sample;
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@ -306,10 +307,16 @@ public class Hero extends Char {
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@Override
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public int damageRoll() {
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int dmg;
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int bonus = 0;
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for (Buff buff : buffs( RingOfEvasion.Evasion.class )) {
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bonus += ((RingOfForce.Force)buff).level;
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}
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if (belongings.weapon != null) {
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dmg = belongings.weapon.damageRoll( this );
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dmg = belongings.weapon.damageRoll( this ) + bonus;
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} else {
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dmg = STR() > 10 ? Random.IntRange( 1, STR() - 9 ) : 1;
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bonus *= 1+Math.round(lvl/5f);
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dmg = Random.NormalIntRange( 1, Math.min(1 , STR()-9+bonus ) );
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}
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return buff( Fury.class ) != null ? (int)(dmg * 1.5f) : dmg;
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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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*/
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public class RingOfForce extends Ring {
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//TODO: tie this into game logic
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//TODO: testing, numbers tweaking
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{
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name = "Ring of Force";
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}
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