v0.9.2: added the projectile momentum talent
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@ -388,6 +388,8 @@ actors.hero.talent.bounty_hunter.title=bounty hunter
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actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they drop _10 extra gold_.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they drop _20 extra gold_.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they drop _30 extra gold_.
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actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they drop _10 extra gold_.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they drop _20 extra gold_.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they drop _30 extra gold_.
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actors.hero.talent.evasive_armor.title=evasive armor
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actors.hero.talent.evasive_armor.title=evasive armor
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actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.
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actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.
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actors.hero.talent.projectile_momentum.title=projectile momentum
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actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+20% accuracy and +10% damage_ with thrown weapons.\n\n_+1:_ While freerunning, the Freerunner gains _+40% accuracy and +20% damage_ with thrown weapons.\n\n_+1:_ While freerunning, the Freerunner gains _+60% accuracy and +30% damage_ with thrown weapons.
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actors.hero.talent.natures_bounty.title=nature's bounty
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actors.hero.talent.natures_bounty.title=nature's bounty
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actors.hero.talent.natures_bounty.desc=_+1:_ The Huntress can find _4 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.\n\n_+2:_ The Huntress can find _6 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.
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actors.hero.talent.natures_bounty.desc=_+1:_ The Huntress can find _4 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.\n\n_+2:_ The Huntress can find _6 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.
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@ -97,7 +97,7 @@ public enum Talent {
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//Assassin T3
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//Assassin T3
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ENHANCED_LETHALITY(75, 3), ASSASSIN_T3_2(76, 3), BOUNTY_HUNTER(77, 3),
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ENHANCED_LETHALITY(75, 3), ASSASSIN_T3_2(76, 3), BOUNTY_HUNTER(77, 3),
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//Freerunner T3
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//Freerunner T3
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EVASIVE_ARMOR(78, 3), FREERUNNER_T3_2(79, 3), FREERUNNER_T3_3(80, 3),
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EVASIVE_ARMOR(78, 3), PROJECTILE_MOMENTUM(79, 3), FREERUNNER_T3_3(80, 3),
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//Huntress T1
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//Huntress T1
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NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99),
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NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99),
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@ -473,7 +473,7 @@ public enum Talent {
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Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSIN_T3_2, BOUNTY_HUNTER);
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Collections.addAll(tierTalents, ENHANCED_LETHALITY, ASSASSIN_T3_2, BOUNTY_HUNTER);
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break;
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break;
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case FREERUNNER:
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case FREERUNNER:
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Collections.addAll(tierTalents, EVASIVE_ARMOR, FREERUNNER_T3_2, FREERUNNER_T3_3);
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Collections.addAll(tierTalents, EVASIVE_ARMOR, PROJECTILE_MOMENTUM, FREERUNNER_T3_3);
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break;
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break;
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case SNIPER:
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case SNIPER:
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Collections.addAll(tierTalents, FARSIGHT, SNIPER_T3_2, SNIPER_T3_3);
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Collections.addAll(tierTalents, FARSIGHT, SNIPER_T3_2, SNIPER_T3_3);
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@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Momentum;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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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.actors.hero.Talent;
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@ -150,6 +151,15 @@ abstract public class MissileWeapon extends Weapon {
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}
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}
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}
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}
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@Override
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public float accuracyFactor(Char owner) {
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float accFactor = super.accuracyFactor(owner);
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if (owner instanceof Hero && owner.buff(Momentum.class) != null && owner.buff(Momentum.class).freerunning()){
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accFactor *= 1f + 0.2f*((Hero) owner).pointsInTalent(Talent.PROJECTILE_MOMENTUM);
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}
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return accFactor;
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}
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@Override
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@Override
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public void doThrow(Hero hero) {
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public void doThrow(Hero hero) {
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parent = null; //reset parent before throwing, just incase
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parent = null; //reset parent before throwing, just incase
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@ -270,6 +280,9 @@ abstract public class MissileWeapon extends Weapon {
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if (exStr > 0) {
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if (exStr > 0) {
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damage += Random.IntRange( 0, exStr );
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damage += Random.IntRange( 0, exStr );
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}
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}
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if (owner.buff(Momentum.class) != null && owner.buff(Momentum.class).freerunning()) {
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damage = Math.round(damage * (1f + 0.1f * ((Hero) owner).pointsInTalent(Talent.PROJECTILE_MOMENTUM)));
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}
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}
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}
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return damage;
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return damage;
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