v0.2.3: quickslot refactoring for artifacts
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@@ -32,6 +32,8 @@ public class SandalsOfNature extends Artifact {
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levelCap = 3;
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charge = 0;
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//partialcharge, chargeCap and exp are unused
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defaultAction = AC_ROOT;
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}
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public static final String[] NAMES = {"Sandals of Nature", "Shoes of Nature",
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@@ -60,12 +62,15 @@ public class SandalsOfNature extends Artifact {
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super.execute(hero, action);
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if (action.equals(AC_FEED)){
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GameScene.selectItem(itemSelector, mode, inventoryTitle);
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} else if (action.equals(AC_ROOT)){
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if (charge > 0){
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Buff.prolong( hero, Roots.class, 5);
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Buff.affect( hero, Earthroot.Armor.class ).level( charge );
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} else if (action.equals(AC_ROOT) && level > 0){
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if (!isEquipped( hero )) GLog.i("You need to equip them to do that.");
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else if (charge == 0) GLog.i("They have no energy right now.");
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else {
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Buff.prolong(hero, Roots.class, 5);
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Buff.affect(hero, Earthroot.Armor.class).level(charge);
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CellEmitter.bottom(hero.pos).start(EarthParticle.FACTORY, 0.05f, 8);
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Camera.main.shake( 1, 0.4f );
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Camera.main.shake(1, 0.4f);
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charge = 0;
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}
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}
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