Merging 1.9.1 source: actor changes (minus questgivers, they will be done separately)
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@@ -428,13 +428,18 @@ public abstract class Mob extends Char {
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}
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Badges.validateNightHunter();
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}
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if (Dungeon.hero.lvl <= maxLvl && EXP > 0) {
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Dungeon.hero.sprite.showStatus( CharSprite.POSITIVE, TXT_EXP, EXP );
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Dungeon.hero.earnExp( EXP );
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int exp = exp();
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if (exp > 0) {
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Dungeon.hero.sprite.showStatus( CharSprite.POSITIVE, TXT_EXP, exp );
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Dungeon.hero.earnExp( exp );
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}
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}
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}
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public int exp() {
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return Dungeon.hero.lvl <= maxLvl ? EXP : 0;
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}
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@Override
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public void die( Object cause ) {
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@@ -91,7 +91,7 @@ public class Skeleton extends Mob {
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Item loot = Generator.random( Generator.Category.WEAPON );
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for (int i=0; i < 2; i++) {
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Item l = Generator.random( Generator.Category.WEAPON );
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if (l.level < loot.level) {
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if (l.level() < loot.level()) {
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loot = l;
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}
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}
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@@ -55,7 +55,7 @@ public class Statue extends Mob {
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do {
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weapon = (Weapon)Generator.random( Generator.Category.WEAPON );
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} while (!(weapon instanceof MeleeWeapon) || weapon.level < 0);
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} while (!(weapon instanceof MeleeWeapon) || weapon.level() < 0);
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weapon.identify();
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weapon.enchant( Enchantment.random() );
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@@ -88,7 +88,7 @@ public class Statue extends Mob {
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@Override
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public int damageRoll() {
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return Random.NormalIntRange( weapon.MIN, weapon.MAX );
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return Random.NormalIntRange( weapon.min(), weapon.max() );
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}
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@Override
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@@ -183,7 +183,7 @@ public class Blacksmith extends NPC {
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return "I don't work with cursed items!";
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}
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if (item1.level < 0 || item2.level < 0) {
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if (item1.level() < 0 || item2.level() < 0) {
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return "It's a junk, the quality is too poor!";
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}
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@@ -197,7 +197,7 @@ public class Blacksmith extends NPC {
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public static void upgrade( Item item1, Item item2 ) {
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Item first, second;
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if (item2.level > item1.level) {
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if (item2.level() > item1.level()) {
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first = item2;
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second = item1;
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} else {
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