v0.4.0: Refactored strength requirements, also changed how they scale
Also refactored class armor a bit so that it is upgradeable
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@@ -280,7 +280,7 @@ public class Hero extends Char {
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evasion /= 2;
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}
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int aEnc = belongings.armor != null ? belongings.armor.STR - STR() : 9 - STR();
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int aEnc = belongings.armor != null ? belongings.armor.STRReq() - STR() : 9 - STR();
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if (aEnc > 0) {
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return (int)(defenseSkill * evasion / Math.pow( 1.5, aEnc ));
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@@ -342,7 +342,7 @@ public class Hero extends Char {
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if (hasteLevel != 0)
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speed *= Math.pow(1.2, hasteLevel);
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int aEnc = belongings.armor != null ? belongings.armor.STR - STR() : 0;
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int aEnc = belongings.armor != null ? belongings.armor.STRReq() - STR() : 0;
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if (aEnc > 0) {
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return (float)(speed * Math.pow( 1.3, -aEnc ));
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