v0.8.0: final tweaks and adjustments:
- it's no longer possible to trigger on-hit effects on invuln enemies - rippers now have a 1 turn delay when summoned by demon spawners
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@ -239,7 +239,17 @@ public abstract class Char extends Actor {
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boolean visibleFight = Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[enemy.pos];
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boolean visibleFight = Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[enemy.pos];
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if (hit( this, enemy, false )) {
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if (enemy.isInvulnerable(getClass())) {
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if (visibleFight) {
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enemy.sprite.showStatus( CharSprite.POSITIVE, Messages.get(this, "invulnerable") );
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Sample.INSTANCE.play(Assets.SND_MISS);
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}
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return false;
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} else if (hit( this, enemy, false )) {
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int dr = enemy.drRoll();
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int dr = enemy.drRoll();
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@ -74,8 +74,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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public void hit( Char enemy ) {
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public void hit( Char enemy ) {
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//doesn't increment combo count if enemy invulnerable
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count++;
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if (!enemy.isInvulnerable(target.getClass())) count++;
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comboTime = 4f;
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comboTime = 4f;
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misses = 0;
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misses = 0;
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BuffIndicator.refreshHero();
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BuffIndicator.refreshHero();
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@ -216,6 +215,13 @@ public class Combo extends Buff implements ActionIndicator.Action {
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ActionIndicator.clearAction(Combo.this);
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ActionIndicator.clearAction(Combo.this);
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((Hero)target).spendAndNext(((Hero)target).attackDelay());
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((Hero)target).spendAndNext(((Hero)target).attackDelay());
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return;
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return;
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} else if (enemy.isInvulnerable(target.getClass())){
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enemy.sprite.showStatus( CharSprite.POSITIVE, Messages.get(Char.class, "invulnerable") );
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Sample.INSTANCE.play(Assets.SND_MISS);
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detach();
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ActionIndicator.clearAction(Combo.this);
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((Hero)target).spendAndNext(((Hero)target).attackDelay());
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return;
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}
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}
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int dmg = target.damageRoll();
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int dmg = target.damageRoll();
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@ -105,7 +105,7 @@ public class DemonSpawner extends Mob {
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Dungeon.level.occupyCell(spawn);
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Dungeon.level.occupyCell(spawn);
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GameScene.add( spawn );
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GameScene.add( spawn, 1 );
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if (sprite.visible) {
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if (sprite.visible) {
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Actor.addDelayed(new Pushing(spawn, pos, spawn.pos), -1);
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Actor.addDelayed(new Pushing(spawn, pos, spawn.pos), -1);
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}
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}
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