From b9d54e3f6f7ab61363ec517cb6657f7e7a755e85 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 14 Jan 2024 15:38:23 -0500 Subject: [PATCH] v2.3.0: fixed rapier lunge not always using rapier when checking range --- .../shatteredpixeldungeon/items/weapon/melee/Rapier.java | 2 ++ 1 file changed, 2 insertions(+) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Rapier.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Rapier.java index 880321a6f..1e0f03243 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Rapier.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/melee/Rapier.java @@ -111,6 +111,7 @@ public class Rapier extends MeleeWeapon { } final int dest = lungeCell; + hero.busy(); Sample.INSTANCE.play(Assets.Sounds.MISS); hero.sprite.jump(hero.pos, dest, 0, 0.1f, new Callback() { @@ -123,6 +124,7 @@ public class Rapier extends MeleeWeapon { Dungeon.level.occupyCell(hero); Dungeon.observe(); + hero.belongings.abilityWeapon = wep; //set this early to we can check canAttack if (enemy != null && hero.canAttack(enemy)) { hero.sprite.attack(enemy.pos, new Callback() { @Override