v2.4.0: added some game log text when thrown weapons break
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@@ -1869,6 +1869,7 @@ items.weapon.missiles.missileweapon.durability=Thrown weapons will wear out and
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items.weapon.missiles.missileweapon.uses_left=This stack of weapons has _%d/%d_ uses left before one breaks.
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items.weapon.missiles.missileweapon.unlimited_uses=_But these are of such high quality that they will effectively last forever._
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items.weapon.missiles.missileweapon.about_to_break=Your thrown weapon is about to break.
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items.weapon.missiles.missileweapon.has_broken=One of your thrown weapons has broken.
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items.weapon.missiles.missileweapon$placeholder.name=thrown weapon
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items.weapon.missiles.shuriken.name=shuriken
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@@ -351,19 +351,20 @@ abstract public class MissileWeapon extends Weapon {
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if (parent.durability <= parent.durabilityPerUse()){
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durability = 0;
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parent.durability = MAX_DURABILITY;
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GLog.n(Messages.get(this, "has_broken"));
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} else {
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parent.durability -= parent.durabilityPerUse();
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if (parent.durability > 0 && parent.durability <= parent.durabilityPerUse()){
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if (level() <= 0)GLog.w(Messages.get(this, "about_to_break"));
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else GLog.n(Messages.get(this, "about_to_break"));
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GLog.w(Messages.get(this, "about_to_break"));
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}
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}
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parent = null;
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} else {
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durability -= durabilityPerUse();
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if (durability > 0 && durability <= durabilityPerUse()){
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if (level() <= 0)GLog.w(Messages.get(this, "about_to_break"));
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else GLog.n(Messages.get(this, "about_to_break"));
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GLog.w(Messages.get(this, "about_to_break"));
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} else if (durability <= 0){
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GLog.n(Messages.get(this, "has_broken"));
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}
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}
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}
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