v2.0.0: fixed hiding mimics not counting for gladiator's combo
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@@ -62,6 +62,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vertigo;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.huntress.NaturesPower;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.huntress.NaturesPower;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.warrior.Endure;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.warrior.Endure;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Monk;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Monk;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Snake;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Snake;
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@@ -436,7 +437,8 @@ public class Hero extends Char {
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public boolean shoot( Char enemy, MissileWeapon wep ) {
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public boolean shoot( Char enemy, MissileWeapon wep ) {
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this.enemy = enemy;
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this.enemy = enemy;
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boolean wasEnemy = enemy.alignment == Alignment.ENEMY;
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boolean wasEnemy = enemy.alignment == Alignment.ENEMY
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|| (enemy instanceof Mimic && enemy.alignment == Alignment.NEUTRAL);
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//temporarily set the hero's weapon to the missile weapon being used
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//temporarily set the hero's weapon to the missile weapon being used
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//TODO improve this!
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//TODO improve this!
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@@ -1922,7 +1924,8 @@ public class Hero extends Char {
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public void onAttackComplete() {
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public void onAttackComplete() {
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AttackIndicator.target(enemy);
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AttackIndicator.target(enemy);
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boolean wasEnemy = enemy.alignment == Alignment.ENEMY;
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boolean wasEnemy = enemy.alignment == Alignment.ENEMY
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|| (enemy instanceof Mimic && enemy.alignment == Alignment.NEUTRAL);
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boolean hit = attack( enemy );
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boolean hit = attack( enemy );
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+3
-1
@@ -33,6 +33,7 @@ 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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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.ArmorAbility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.ClassArmor;
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@@ -122,7 +123,8 @@ public class Shockwave extends ArmorAbility {
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}
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}
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if (Random.Int(10) < 3*hero.pointsInTalent(Talent.STRIKING_WAVE)){
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if (Random.Int(10) < 3*hero.pointsInTalent(Talent.STRIKING_WAVE)){
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boolean wasEnemy = ch.alignment == Char.Alignment.ENEMY;
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boolean wasEnemy = ch.alignment == Char.Alignment.ENEMY
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|| (ch instanceof Mimic && ch.alignment == Char.Alignment.NEUTRAL);
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damage = hero.attackProc(ch, damage);
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damage = hero.attackProc(ch, damage);
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ch.damage(damage, hero);
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ch.damage(damage, hero);
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if (hero.subClass == HeroSubClass.GLADIATOR && wasEnemy){
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if (hero.subClass == HeroSubClass.GLADIATOR && wasEnemy){
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