v3.1.0: experimenting with adding an icon for sources of dodge
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@@ -590,8 +590,13 @@ public abstract class Char extends Actor {
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} else {
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if (enemy.sprite != null){
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enemy.sprite.showStatus( CharSprite.NEUTRAL, enemy.defenseVerb() );
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if (tuftDodged){
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enemy.sprite.showStatusWithIcon(CharSprite.NEUTRAL, enemy.defenseVerb(), FloatingText.TUFT);
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} else {
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enemy.sprite.showStatus(CharSprite.NEUTRAL, enemy.defenseVerb());
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}
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}
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tuftDodged = false;
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if (visibleFight) {
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//TODO enemy.defenseSound? currently miss plays for monks/crab even when they parry
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Sample.INSTANCE.play(Assets.Sounds.MISS);
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@@ -648,7 +653,8 @@ public abstract class Char extends Actor {
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// + 3%/5%
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acuRoll *= 1.01f + 0.02f*Dungeon.hero.pointsInTalent(Talent.BLESS);
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}
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acuRoll *= accMulti;
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float defRoll = Random.Float( defStat );
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if (defender.buff(Bless.class) != null) defRoll *= 1.25f;
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if (defender.buff( Hex.class) != null) defRoll *= 0.8f;
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@@ -663,11 +669,18 @@ public abstract class Char extends Actor {
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// + 3%/5%
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defRoll *= 1.01f + 0.02f*Dungeon.hero.pointsInTalent(Talent.BLESS);
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}
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if (defRoll < acuRoll && (defRoll*FerretTuft.evasionMultiplier()) >= acuRoll){
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tuftDodged = true;
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}
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defRoll *= FerretTuft.evasionMultiplier();
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return (acuRoll * accMulti) >= defRoll;
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return acuRoll >= defRoll;
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}
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//TODO this is messy and hacky atm, should consider standardizing this so we can have many 'dodge reasons'
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private static boolean tuftDodged = false;
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public int attackSkill( Char target ) {
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return 0;
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}
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@@ -77,6 +77,9 @@ public class FloatingText extends RenderedTextBlock {
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public static int GOLD = 23;
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public static int ENERGY = 24;
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//dodge icons
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public static int TUFT = 26;
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private Image icon;
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private boolean iconLeft;
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