v2.0.0: cleaned up a few tiny errors in rapier and sword abilities
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@@ -109,7 +109,7 @@ public class Rapier extends MeleeWeapon {
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@Override
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@Override
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public void call() {
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public void call() {
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//+3+lvl damage, equivalent to +67% damage, but more consistent
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//+3+lvl damage, equivalent to +67% damage, but more consistent
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if (hero.attack(enemy, 1f, 3 + level(), Char.INFINITE_ACCURACY)){
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if (hero.attack(enemy, 1f, augment.damageFactor(3 + level()), Char.INFINITE_ACCURACY)){
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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}
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}
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onAbilityUsed(hero);
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onAbilityUsed(hero);
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@@ -79,9 +79,10 @@ public class Sword extends MeleeWeapon {
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hero.sprite.attack(enemy.pos, new Callback() {
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hero.sprite.attack(enemy.pos, new Callback() {
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@Override
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@Override
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public void call() {
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public void call() {
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hero.attack(enemy, dmgMulti, 0, Char.INFINITE_ACCURACY);
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if (hero.attack(enemy, dmgMulti, 0, Char.INFINITE_ACCURACY)){
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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}
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wep.onAbilityUsed(hero);
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wep.onAbilityUsed(hero);
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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if (!enemy.isAlive()){
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if (!enemy.isAlive()){
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hero.next();
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hero.next();
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