Merging 1.9.1 source: item changes
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@@ -31,7 +31,7 @@ import com.watabou.utils.Random;
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public class Death extends Weapon.Enchantment {
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private static final String TXT_GRIM = "Grim %s";
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private static final String TXT_GRIM = "grim %s";
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private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
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@@ -40,7 +40,7 @@ public class Death extends Weapon.Enchantment {
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// lvl 0 - 8%
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// lvl 1 ~ 9%
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// lvl 2 ~ 10%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 100 ) >= 92) {
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@@ -31,7 +31,7 @@ import com.watabou.utils.Random;
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public class Fire extends Weapon.Enchantment {
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private static final String TXT_BLAZING = "Blazing %s";
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private static final String TXT_BLAZING = "blazing %s";
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private static ItemSprite.Glowing ORANGE = new ItemSprite.Glowing( 0xFF4400 );
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@@ -40,7 +40,7 @@ public class Fire extends Weapon.Enchantment {
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// lvl 0 - 33%
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// lvl 1 - 50%
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// lvl 2 - 60%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 3 ) >= 2) {
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@@ -32,7 +32,7 @@ import com.watabou.utils.Random;
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public class Horror extends Weapon.Enchantment {
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private static final String TXT_ELDRITCH = "Eldritch %s";
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private static final String TXT_ELDRITCH = "eldritch %s";
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private static ItemSprite.Glowing GREY = new ItemSprite.Glowing( 0x222222 );
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@@ -41,7 +41,7 @@ public class Horror extends Weapon.Enchantment {
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// lvl 0 - 20%
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// lvl 1 - 33%
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// lvl 2 - 43%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 5 ) >= 4) {
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+1
-1
@@ -27,7 +27,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang;
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public class Instability extends Weapon.Enchantment {
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private static final String TXT_UNSTABLE = "Unstable %s";
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private static final String TXT_UNSTABLE = "unstable %s";
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@Override
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public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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@@ -30,14 +30,14 @@ import com.watabou.utils.Random;
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public class Leech extends Weapon.Enchantment {
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private static final String TXT_VAMPIRIC = "Vampiric %s";
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private static final String TXT_VAMPIRIC = "vampiric %s";
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private static ItemSprite.Glowing RED = new ItemSprite.Glowing( 0x660022 );
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@Override
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public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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// lvl 0 - 33%
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// lvl 1 - 43%
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@@ -27,13 +27,13 @@ import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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public class Luck extends Weapon.Enchantment {
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private static final String TXT_LUCKY = "Lucky %s";
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private static final String TXT_LUCKY = "lucky %s";
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private static ItemSprite.Glowing GREEN = new ItemSprite.Glowing( 0x00FF00 );
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@Override
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public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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int dmg = damage;
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for (int i=1; i <= level+1; i++) {
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+2
-2
@@ -29,7 +29,7 @@ import com.watabou.utils.Random;
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public class Paralysis extends Weapon.Enchantment {
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private static final String TXT_STUNNING = "Stunning %s";
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private static final String TXT_STUNNING = "stunning %s";
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private static ItemSprite.Glowing YELLOW = new ItemSprite.Glowing( 0xCCAA44 );
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@@ -38,7 +38,7 @@ public class Paralysis extends Weapon.Enchantment {
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// lvl 0 - 13%
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// lvl 1 - 22%
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// lvl 2 - 30%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 8 ) >= 7) {
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@@ -29,7 +29,7 @@ import com.watabou.utils.Random;
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public class Poison extends Weapon.Enchantment {
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private static final String TXT_VENOMOUS = "Venomous %s";
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private static final String TXT_VENOMOUS = "venomous %s";
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private static ItemSprite.Glowing PURPLE = new ItemSprite.Glowing( 0x4400AA );
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@@ -38,7 +38,7 @@ public class Poison extends Weapon.Enchantment {
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// lvl 0 - 33%
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// lvl 1 - 50%
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// lvl 2 - 60%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 3 ) >= 2) {
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@@ -34,14 +34,14 @@ import com.watabou.utils.Random;
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public class Shock extends Weapon.Enchantment {
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private static final String TXT_SHOCKING = "Shocking %s";
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private static final String TXT_SHOCKING = "shocking %s";
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@Override
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public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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// lvl 0 - 25%
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// lvl 1 - 40%
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// lvl 2 - 50%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 4 ) >= 3) {
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@@ -30,7 +30,7 @@ import com.watabou.utils.Random;
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public class Slow extends Weapon.Enchantment {
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private static final String TXT_CHILLING = "Chilling %s";
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private static final String TXT_CHILLING = "chilling %s";
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private static ItemSprite.Glowing BLUE = new ItemSprite.Glowing( 0x0044FF );
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@@ -39,7 +39,7 @@ public class Slow extends Weapon.Enchantment {
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// lvl 0 - 25%
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// lvl 1 - 40%
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// lvl 2 - 50%
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int level = Math.max( 0, weapon.level );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 4 ) >= 3) {
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