V0.2.0: Lightly buffed new ring of accuracy, removed old ring of accuracy implementation (it was giving both its old and new effect, oops)
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@ -254,20 +254,10 @@ public class Hero extends Char {
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@Override
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@Override
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public int attackSkill( Char target ) {
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public int attackSkill( Char target ) {
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int bonus = 0;
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for (Buff buff : buffs( RingOfAccuracy.Accuracy.class )) {
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bonus += ((RingOfAccuracy.Accuracy)buff).level;
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}
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float accuracy = (bonus == 0) ? 1 : (float)Math.pow( 1.4, bonus );
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if (usingRanged && Level.distance( pos, target.pos ) == 1) {
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accuracy *= 0.5f;
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}
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if (belongings.weapon != null) {
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if (belongings.weapon != null) {
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return (int)(attackSkill * accuracy * belongings.weapon.acuracyFactor( this ));
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return (int)(attackSkill * belongings.weapon.acuracyFactor( this ));
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} else {
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} else {
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return (int)(attackSkill * accuracy);
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return (int)(attackSkill);
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}
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}
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}
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}
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@ -386,7 +386,7 @@ public abstract class Mob extends Char {
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penalty += ((RingOfAccuracy.Accuracy) buff).level;
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penalty += ((RingOfAccuracy.Accuracy) buff).level;
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}
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}
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if (penalty != 0)
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if (penalty != 0)
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defenseSkill *= Math.pow(0.8, penalty);
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defenseSkill *= Math.pow(0.75, penalty);
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return defenseSkill;
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return defenseSkill;
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} else
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} else
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return 0;
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return 0;
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