v0.9.1: added baseline functionality for tier 2 talents.
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@ -1,6 +1,7 @@
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ui.quickslotbutton.select_item=Quickslot an item
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ui.talentspane.tier=tier %d
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ui.talentspane.unlock_tier2=Reach level 6 to unlock more talents.
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ui.talentspane.coming_soon=More talents coming soon!
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ui.toolbar.examine_prompt=Press again to search\nPress a tile to examine
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@ -53,21 +53,41 @@ public enum Talent {
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ARMSMASTERS_INTUITION(1),
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TEST_SUBJECT(2),
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IRON_WILL(3),
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TEST_WARRIOR_T2_1(4),
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TEST_WARRIOR_T2_2(5),
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TEST_WARRIOR_T2_3(6),
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TEST_WARRIOR_T2_4(7),
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TEST_WARRIOR_T2_5(8),
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ENERGIZING_MEAL(4),
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SCHOLARS_INTUITION(5),
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TESTED_HYPOTHESIS(6),
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ENERGIZING_UPGRADE(7),
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ENERGIZING_MEAL(16),
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SCHOLARS_INTUITION(17),
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TESTED_HYPOTHESIS(18),
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ENERGIZING_UPGRADE(19),
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TEST_MAGE_T2_1(20),
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TEST_MAGE_T2_2(21),
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TEST_MAGE_T2_3(22),
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TEST_MAGE_T2_4(23),
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TEST_MAGE_T2_5(24),
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RATIONED_MEAL(8),
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THIEFS_INTUITION(9),
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SUCKER_PUNCH(10),
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MENDING_SHADOWS(11),
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RATIONED_MEAL(32),
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THIEFS_INTUITION(33),
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SUCKER_PUNCH(34),
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MENDING_SHADOWS(35),
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TEST_ROGUE_T2_1(36),
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TEST_ROGUE_T2_2(37),
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TEST_ROGUE_T2_3(38),
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TEST_ROGUE_T2_4(39),
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TEST_ROGUE_T2_5(40),
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INVIGORATING_MEAL(12),
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SURVIVALISTS_INTUITION(13),
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FOLLOWUP_STRIKE(14),
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NATURES_AID(15);
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INVIGORATING_MEAL(48),
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SURVIVALISTS_INTUITION(49),
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FOLLOWUP_STRIKE(50),
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NATURES_AID(51),
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TEST_HUNTRESS_T2_1(52),
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TEST_HUNTRESS_T2_2(53),
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TEST_HUNTRESS_T2_3(54),
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TEST_HUNTRESS_T2_4(55),
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TEST_HUNTRESS_T2_5(56);
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int icon;
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@ -202,7 +222,7 @@ public enum Talent {
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public static class SuckerPunchTracker extends Buff{};
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public static class FollowupStrikeTracker extends Buff{};
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public static final int MAX_TALENT_TIERS = 1;
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public static final int MAX_TALENT_TIERS = 2;
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public static void initClassTalents( Hero hero ){
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initClassTalents( hero.heroClass, hero.talents );
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@ -236,6 +256,27 @@ public enum Talent {
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tierTalents.clear();
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//tier 2+
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switch (cls){
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case WARRIOR: default:
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Collections.addAll(tierTalents, TEST_WARRIOR_T2_1, TEST_WARRIOR_T2_2, TEST_WARRIOR_T2_3, TEST_WARRIOR_T2_4, TEST_WARRIOR_T2_5);
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break;
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case MAGE:
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Collections.addAll(tierTalents, TEST_MAGE_T2_1, TEST_MAGE_T2_2, TEST_MAGE_T2_3, TEST_MAGE_T2_4, TEST_MAGE_T2_5);
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break;
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case ROGUE:
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Collections.addAll(tierTalents, TEST_ROGUE_T2_1, TEST_ROGUE_T2_2, TEST_ROGUE_T2_3, TEST_ROGUE_T2_4, TEST_ROGUE_T2_5);
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break;
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case HUNTRESS:
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Collections.addAll(tierTalents, TEST_HUNTRESS_T2_1, TEST_HUNTRESS_T2_2, TEST_HUNTRESS_T2_3, TEST_HUNTRESS_T2_4, TEST_HUNTRESS_T2_5);
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break;
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}
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for (Talent talent : tierTalents){
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talents.get(1).put(talent, 0);
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}
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tierTalents.clear();
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//tier 3+
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//TBD
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}
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@ -76,7 +76,11 @@ public class TalentsPane extends ScrollPane {
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blocker = new ColorBlock(0, 0, 0xFF222222);
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content.add(blocker);
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blockText = PixelScene.renderTextBlock(Messages.get(this, "coming_soon"), 6);
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if (tiersAvailable == 1) {
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blockText = PixelScene.renderTextBlock(Messages.get(this, "unlock_tier2"), 6);
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} else {
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blockText = PixelScene.renderTextBlock(Messages.get(this, "coming_soon"), 6);
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}
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content.add(blockText);
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}
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