v2.0.2: fixed flail ability triggering ability use even if it fails
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+12
-11
@@ -105,23 +105,24 @@ public class Flail extends MeleeWeapon {
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@Override
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@Override
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protected void duelistAbility(Hero hero, Integer target) {
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protected void duelistAbility(Hero hero, Integer target) {
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beforeAbilityUsed(hero);
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SpinAbilityTracker spin = hero.buff(SpinAbilityTracker.class);
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SpinAbilityTracker spin = hero.buff(SpinAbilityTracker.class);
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if (spin != null && spin.spins >= 3){
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GLog.w(Messages.get(this, "spin_warn"));
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return;
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}
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beforeAbilityUsed(hero);
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if (spin == null){
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if (spin == null){
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spin = Buff.affect(hero, SpinAbilityTracker.class, 3f);
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spin = Buff.affect(hero, SpinAbilityTracker.class, 3f);
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}
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}
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if (spin.spins < 3){
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spin.spins++;
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spin.spins++;
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Buff.prolong(hero, SpinAbilityTracker.class, 3f);
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Buff.prolong(hero, SpinAbilityTracker.class, 3f);
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Sample.INSTANCE.play(Assets.Sounds.CHAINS, 1, 1, 0.9f + 0.1f*spin.spins);
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Sample.INSTANCE.play(Assets.Sounds.CHAINS, 1, 1, 0.9f + 0.1f*spin.spins);
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hero.sprite.operate(hero.pos);
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hero.sprite.operate(hero.pos);
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hero.spendAndNext(Actor.TICK);
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hero.spendAndNext(Actor.TICK);
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BuffIndicator.refreshHero();
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BuffIndicator.refreshHero();
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} else {
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GLog.w(Messages.get(this, "spin_warn"));
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}
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afterAbilityUsed(hero);
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afterAbilityUsed(hero);
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}
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}
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