v0.4.1: fixed some errors in defense logic
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7a960907b1
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@ -308,8 +308,8 @@ public class Hero extends Char {
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dr = Math.max(dr, 0);
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}
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}
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if (belongings.weapon != null) dr += Math.max( belongings.weapon.defenceFactor( this ), 0 );
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if (bark != null) dr += bark.level();
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if (belongings.weapon != null) dr += Random.NormalIntRange( 0 , belongings.weapon.defenseFactor( this ) );
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if (bark != null) dr += Random.NormalIntRange( 0 , bark.level() );
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return dr;
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}
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@ -108,7 +108,7 @@ public class Statue extends Mob {
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@Override
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public int drRoll() {
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return Random.NormalIntRange(0, Dungeon.depth + weapon.defenceFactor(null));
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return Random.NormalIntRange(0, Dungeon.depth + weapon.defenseFactor(null));
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}
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@Override
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@ -104,7 +104,7 @@ abstract public class KindOfWeapon extends EquipableItem {
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return 1;
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}
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public int defenceFactor( Hero hero ) {
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public int defenseFactor(Hero hero ) {
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return 0;
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}
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@ -38,7 +38,7 @@ public class Greatshield extends MeleeWeapon {
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}
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@Override
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public int defenceFactor(Hero hero) {
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public int defenseFactor(Hero hero) {
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return 10+3*level(); //10 extra defence, plus 3 per level;
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}
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}
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@ -38,7 +38,7 @@ public class Quarterstaff extends MeleeWeapon {
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}
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@Override
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public int defenceFactor(Hero hero) {
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public int defenseFactor(Hero hero) {
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return 2; //2 extra defence
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}
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}
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@ -38,7 +38,7 @@ public class RoundShield extends MeleeWeapon {
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}
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@Override
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public int defenceFactor(Hero hero) {
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public int defenseFactor(Hero hero) {
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return 5+2*level(); //5 extra defence, plus 2 per level;
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}
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}
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@ -39,7 +39,7 @@ public class Sai extends MeleeWeapon {
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}
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@Override
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public int defenceFactor(Hero hero) {
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public int defenseFactor(Hero hero) {
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return 3; //3 extra defence
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}
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}
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