v3.3.5: fixed an exploit where quitting would cancel fury partway
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@@ -93,7 +93,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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comboTime = Math.max(comboTime, 5f);
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if (!enemy.isAlive() || (enemy.buff(Corruption.class) != null && enemy.HP == enemy.HT)){
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comboTime = 15f + 15f*((Hero)target).pointsInTalent(Talent.CLEAVE);
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comboTime = 150f + 15f*((Hero)target).pointsInTalent(Talent.CLEAVE);
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}
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initialComboTime = comboTime;
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@@ -336,6 +336,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
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}
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private static ComboMove moveBeingUsed;
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private static int furyHitsLeft = 0;
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private void doAttack(final Char enemy) {
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@@ -437,9 +438,14 @@ public class Combo extends Buff implements ActionIndicator.Action {
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break;
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case FURY:
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count--;
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if (count > 0){
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furyHitsLeft = count;
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count = 0;
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hero.spend(hero.attackDelay());
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}
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furyHitsLeft--;
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//fury attacks as many times as you have combo count
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if (count > 0 && enemy.isAlive() && hero.canAttack(enemy) &&
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if (furyHitsLeft > 0 && enemy.isAlive() && hero.canAttack(enemy) &&
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(wasAlly || enemy.alignment != target.alignment)){
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target.sprite.attack(enemy.pos, new Callback() {
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@Override
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@@ -448,10 +454,11 @@ public class Combo extends Buff implements ActionIndicator.Action {
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}
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});
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} else {
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furyHitsLeft = 0;
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detach();
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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ActionIndicator.clearAction(Combo.this);
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hero.spendAndNext(hero.attackDelay());
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hero.next();
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}
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break;
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