v2.0.1: fixed charging eyes melee attacking after recent ranged AI fix
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@@ -69,7 +69,7 @@ public class Eye extends Mob {
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@Override
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@Override
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public int damageRoll() {
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public int damageRoll() {
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return Random.NormalIntRange(20, 30);
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return Random.NormalIntRange(0, 0);
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}
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}
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@Override
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@Override
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@@ -126,7 +126,7 @@ public class Eye extends Mob {
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protected boolean doAttack( Char enemy ) {
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protected boolean doAttack( Char enemy ) {
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beam = new Ballistica(pos, enemy.pos, Ballistica.STOP_SOLID);
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beam = new Ballistica(pos, enemy.pos, Ballistica.STOP_SOLID);
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if (beamCooldown > 0 || !beam.subPath(1, beam.dist).contains(enemy.pos)) {
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if (beamCooldown > 0 || (!beamCharged && !beam.subPath(1, beam.dist).contains(enemy.pos))) {
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return super.doAttack(enemy);
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return super.doAttack(enemy);
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} else if (!beamCharged){
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} else if (!beamCharged){
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((EyeSprite)sprite).charge( enemy.pos );
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((EyeSprite)sprite).charge( enemy.pos );
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@@ -184,7 +184,7 @@ public class Eye extends Mob {
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}
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}
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if (hit( this, ch, true )) {
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if (hit( this, ch, true )) {
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int dmg = Random.NormalIntRange( 30, 50 );
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int dmg = Random.NormalIntRange( 0, 0 );
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dmg = Math.round(dmg * AscensionChallenge.statModifier(this));
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dmg = Math.round(dmg * AscensionChallenge.statModifier(this));
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ch.damage( dmg, new DeathGaze() );
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ch.damage( dmg, new DeathGaze() );
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