v3.2.0: nerfed tomahawks, bleed is now a separate roll at 33%
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@@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
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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.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.utils.Random;
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public class Tomahawk extends MissileWeapon {
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public class Tomahawk extends MissileWeapon {
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@@ -52,7 +53,8 @@ public class Tomahawk extends MissileWeapon {
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@Override
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@Override
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public int proc( Char attacker, Char defender, int damage ) {
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public int proc( Char attacker, Char defender, int damage ) {
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Buff.affect( defender, Bleeding.class ).set( Math.round(damage/2f) );
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//33% damage roll as bleed, but ignores armor and str bonus
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Buff.affect( defender, Bleeding.class ).set( Math.round(augment.damageFactor(Random.NormalIntRange(min(), max()))/3f) );
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return super.proc( attacker, defender, damage );
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return super.proc( attacker, defender, damage );
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}
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}
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}
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}
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