v3.3.0: damage-dealing spells now work against the 'no weapons' badge
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@@ -141,7 +141,7 @@ badges$badge.boss_challenge_2.desc=Defeat the prison boss without getting hit by
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badges$badge.boss_challenge_3.title=Outmaneuvered
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badges$badge.boss_challenge_3.desc=Defeat the caves boss without getting attacked or damaged while it is supercharged
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badges$badge.boss_challenge_4.title=No Weapons in His Presence
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badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, or wands
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badges$badge.boss_challenge_4.desc=Defeat the city boss without ever directly attacking him with weapons, rings, wands, or damaging spells
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badges$badge.boss_challenge_5.title=Doom Slayer
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badges$badge.boss_challenge_5.desc=Defeat the final boss with all demon spawners alive and the badder bosses challenge enabled
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badges$badge.games_played_1.title=Novice Dungeoneer
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@@ -35,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Degrade;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Doom;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LifeLink;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.spells.ClericSpell;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Sheep;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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@@ -460,6 +461,9 @@ public class DwarfKing extends Mob {
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//Lightning has custom logic so that chaining it doesn't DQ for the badge
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} else if (src instanceof Wand && !(src instanceof WandOfLightning)){
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Statistics.qualifiedForBossChallengeBadge = false;
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//Only damage-dealing spells from the Cleric
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} else if (src instanceof ClericSpell){
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Statistics.qualifiedForBossChallengeBadge = false;
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}
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if (isInvulnerable(src.getClass())){
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