v3.2.0: fixed hit and miss icons screwing with flail ability
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@@ -67,11 +67,12 @@ public class Flail extends MeleeWeapon {
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@Override
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@Override
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public float accuracyFactor(Char owner, Char target) {
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public float accuracyFactor(Char owner, Char target) {
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SpinAbilityTracker spin = owner.buff(SpinAbilityTracker.class);
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SpinAbilityTracker spin = owner.buff(SpinAbilityTracker.class);
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if (spin != null) {
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if (spin != null && spinBoost == 0) {
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Actor.add(new Actor() {
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Actor.add(new Actor() {
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{ actPriority = VFX_PRIO; }
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{ actPriority = VFX_PRIO; }
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@Override
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@Override
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protected boolean act() {
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protected boolean act() {
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spinBoost = 0;
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if (owner instanceof Hero && !target.isAlive()){
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if (owner instanceof Hero && !target.isAlive()){
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onAbilityKill((Hero)owner, target);
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onAbilityKill((Hero)owner, target);
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}
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}
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@@ -85,8 +86,9 @@ public class Flail extends MeleeWeapon {
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// so +120% base dmg, +135% scaling at 3 spins
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// so +120% base dmg, +135% scaling at 3 spins
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spinBoost = spin.spins * augment.damageFactor(8 + 2*buffedLvl());
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spinBoost = spin.spins * augment.damageFactor(8 + 2*buffedLvl());
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return Float.POSITIVE_INFINITY;
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return Float.POSITIVE_INFINITY;
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} else if (spinBoost != 0) {
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return Float.POSITIVE_INFINITY;
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} else {
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} else {
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spinBoost = 0;
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return super.accuracyFactor(owner, target);
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return super.accuracyFactor(owner, target);
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}
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}
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}
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}
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