v2.1.2: added a check for new armor text as translations aren't done yet
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@@ -59,6 +59,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Thorns;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Languages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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@@ -471,13 +472,23 @@ public class Armor extends EquipableItem {
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String info = desc();
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if (levelKnown) {
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info += "\n\n" + Messages.get(Armor.class, "curr_absorb", tier, DRMin(), DRMax(), STRReq());
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//TODO remove this (and lower one as well) once new armor strings are translated
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if (Messages.lang() == Languages.ENGLISH) {
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info += "\n\n" + Messages.get(Armor.class, "curr_absorb", tier, DRMin(), DRMax(), STRReq());
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} else {
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info += "\n\n" + Messages.get(Armor.class, "curr_absorb", DRMin(), DRMax(), STRReq());
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}
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if (STRReq() > Dungeon.hero.STR()) {
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info += " " + Messages.get(Armor.class, "too_heavy");
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}
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} else {
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info += "\n\n" + Messages.get(Armor.class, "avg_absorb", tier, DRMin(0), DRMax(0), STRReq(0));
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if (Messages.lang() == Languages.ENGLISH) {
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info += "\n\n" + Messages.get(Armor.class, "avg_absorb", tier, DRMin(0), DRMax(0), STRReq(0));
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} else {
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info += "\n\n" + Messages.get(Armor.class, "avg_absorb", DRMin(0), DRMax(0), STRReq(0));
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}
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if (STRReq(0) > Dungeon.hero.STR()) {
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info += " " + Messages.get(Armor.class, "probably_too_heavy");
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