v2.1.2: becoming assassin while invis now correctly applies prep
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@@ -24,6 +24,8 @@ package com.shatteredpixel.shatteredpixeldungeon.items;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Preparation;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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@@ -97,6 +99,10 @@ public class TengusMask extends Item {
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curUser.subClass = way;
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curUser.subClass = way;
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Talent.initSubclassTalents(curUser);
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Talent.initSubclassTalents(curUser);
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if (way == HeroSubClass.ASSASSIN && curUser.invisible > 0){
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Buff.affect(curUser, Preparation.class);
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}
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curUser.sprite.operate( curUser.pos );
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curUser.sprite.operate( curUser.pos );
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Sample.INSTANCE.play( Assets.Sounds.MASTERY );
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Sample.INSTANCE.play( Assets.Sounds.MASTERY );
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