v0.4.0: loads of item implementation
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.utils.Random;
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public class Dirk extends MeleeWeapon {
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{
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image = ItemSpriteSheet.DIRK;
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tier = 2;
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}
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@Override
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public int max(int lvl) {
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return 4*(tier+1) + //12 base, down from 15
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lvl*(tier+1); //scaling unchanged
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}
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@Override
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public int damageRoll(Hero hero) {
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Char enemy = hero.enemy();
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if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero))
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//deals avg damage to max on surprise, instead of min to max.
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return Random.NormalIntRange((min() + max())/2, max());
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else
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return super.damageRoll(hero);
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}
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}
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