V0.2.0: further implemented armband, not yet tied to game logic.
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@ -3,6 +3,7 @@ package com.shatteredpixel.shatteredpixeldungeon.items.artifacts;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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@ -20,10 +21,25 @@ public class MasterThievesArmband extends Artifact {
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//partialcharge and chargeCap are unused
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//partialcharge and chargeCap are unused
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}
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}
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private int exp = 0;
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@Override
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@Override
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public String status() {
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public String status() {
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if (charge > 0)
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if (charge > 0)
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return Utils.format("%d", charge);
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return Utils.format("%d", charge);
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else
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return null;
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}
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@Override
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protected ArtifactBuff passiveBuff() {
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return new Thievery();
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}
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@Override
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public String desc() {
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//TODO: add description
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return "";
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}
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}
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public class Thievery extends ArtifactBuff{
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public class Thievery extends ArtifactBuff{
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@ -34,8 +50,7 @@ public class MasterThievesArmband extends Artifact {
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public boolean steal(Item item){
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public boolean steal(Item item){
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if (item.price() <= charge){
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if (item.price() <= charge){
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charge -= item.price();
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charge -= item.price();
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//gainExp(item.price());
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exp += item.price();
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return true;
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} else {
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} else {
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float chance = stealChance(item.price());
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float chance = stealChance(item.price());
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if (Random.Float() > chance)
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if (Random.Float() > chance)
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@ -46,17 +61,21 @@ public class MasterThievesArmband extends Artifact {
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else
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else
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//removes the charge it took you to reach 100%
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//removes the charge it took you to reach 100%
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charge -= charge/chance;
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charge -= charge/chance;
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//gainExp(item.price());
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exp += item.price();
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}
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}
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while(exp >= 1000 && level < levelCap) {
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exp -= 1000;
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level++;
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}
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return true;
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return true;
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}
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}
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}
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}
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public float stealChance(int value){
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public float stealChance(int value){
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//get lvl*100 gold or lvl*5% item value of free charge, whichever is less.
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//get lvl*100 gold or lvl*5% item value of free charge, whichever is less.
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int chargebonus = Math.min(level*100, (value*level)/20);
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int chargeBonus = Math.min(level*100, (value*level)/20);
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return (((float)charge + chargebonus)/value);
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return (((float)charge + chargeBonus)/value);
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}
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}
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}
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}
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}
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}
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